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OpenGL render to texture (pBuffer) with fragment shader ?

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Hi, I'm trying to render to a pBuffer using a fragment shader and I end up having a crash ... I do the following : create pBuffer some openGL calls copy pBuffer to ram using glReadPixels that works fine without the fragment shader, but if i add glUseFragmentProgram(_shader_Fragment_Program); before my openGL calls, the glReadPixel crashes ... I reduced my fragment shader to a simple gl_FragColor = vec4(0,1,0,1); for test purposes ... I also use rectangle texture via the NV/ARB extension. anyone has any idea ? Thanks a lot !

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If you are going to use a lot of render to texture, shaders and various buffer objects, then i suggest that you drop the p-buffer and use FBO instead.
It's much more flexible and you don't have to worry about textures and programs being attached to the right context.

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thanks for the answers,
it was my problem didn't share my program...
works fine now with wglShareLists in it

is the FBO supported by NV and ATI ?
and what speed can i expect when copying from
an FBO to cpu memory ?

Thanks a lot !

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Guest Anonymous Poster
glReadPixels is like the slowest call there is so FBOs should be faster period.

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