Render to Texture doen't work in iPhone.

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kalashni7
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Render to Texture doen't work in iPhone.

Post by kalashni7 »

Hi,
Using iOS template, I've a problem, RTT(Render to Texture) in iPhone.
Before saying that, I can't sure my development environment is right or not, so the following contents contains that info.

---------------------------------------------------------------------------

Dev Environment :
XCODE Build Hardware - Mac Mini 2.53Hz Intel Core 2 Duo, 4GB 1067MHz DDR3, NVIDIA GrForce 9400
MAC OS X - Ver 10.6.4
XCODE - Version 3.2.3, 64bit, Xcode IDE:1688.0, Xcode Core: 1691.0, ToolSupport:1591.0
Target platform - iPhone 3GS(OS4.0), iPhone4
iPhone SDK 4.0 (important)

---------------------------------------------------------------------------

---------------------------------------------------------------------------
[My Ogre Engine build process for iPhone]

1>
I downloaded a full source version (from http://bitbucket.org/sinbad/ogre/) and copied to my account.

2>
I downloaded iPhone OS 4.0 Dependencies (from http://dl.dropbox.com/u/6704444/Ogre_iO ... 100623.dmg )
and copied to my Ogre directory.

3>
I installed CMake 2.8 (cmake-2.8.0-Darwin-universal.dmg) and did the following works in terminal.

------- $ cd ogre

------- $ mkdir iPhoneDependencies/bin

------- $ mkdir iPhoneDependencies/bin/debug

------- $ mkdir iPhoneDependencies/bin/release

------- $ cp iPhoneDependencies/lib/Debug/* iPhoneDependencies/bin/debug

------- $ cp iPhoneDependencies/lib/Release/* iPhoneDependencies/bin/Release

------- $ mkdir build && cd build
------- $ cmake -D OGRE_BUILD_PLATFORM_IPHONE=1 -G Xcode ..

------- $ ../SDK/iPhone/fix_linker_paths.sh


4>
I changed the absolute path to the relative path in ogre/build/bin/resources.cfg.

5>
At ogre/build/OGRE.xcodeproj, I set the project property as like this:

Architectures/Architectures : Standard ( armv6 armv7 )

Architectures/Base SDK : iPhone Device 4.0

Architectures/Valid Architectures : armv6 armv7

Code Sigining/Code Signing Identity :

Depolyment/iPhone OS Depolymant Target : iPhone OS 4.0


6>
I built 4 types library build as like this in Xcode:

-Device Debug , output directory: ogre/build/lib/Debug-iphoneos
-Device Release , output directory: ogre/build/lib/Release-iphoneos
-Simulator Debug , output directory: ogre/build/lib/Debug-iphonesimulator
-Simulator Release , output directory: ogre/build/lib/Release-iphonesimulator


At this time, SampleBrowser's some examples(i.e.shadow or some shaders) doen't work well on both device and simulator.


7>
Refering this link, http://www.ogre3d.org/tikiwiki/Building ... %20iPhone),
I matched file path(include, lib) as like that of pre-built SDK.

8>
I installed Ogre Xcode Template installer from
http://sourceforge.net/projects/ogre/fi ... p/download
(When I set the Ogre iPhone SDK path, SDK 1.8 was found)

9>
I made a Ogre Xcode Template project, which name is RTT_Test.

10>
I made the project property for RTT_Test, Device-Debug, Simulator-Debug at Configuration tab, and delete the existing configuration.
I made same RTT_Test project info and Target info.

The configuration setting is as like this:

-------------------
Device-Debug build env :
(When [armv7] is selected, error occurs so,
I solved this problem setting [armv6] and checking disable [Compile for Thumb] as somebody wrote in board.)

Architectures/Architectures - Standard (armv6 armv7)

Architectures/Base SDK - iPhone Device 4.0

Architectures/Valid Architectures - armv6 armv7

Code Signing/Code Signing Identity - Device - iPhone OS 4.0, iPhone Developer: XXX (XXXXXX)

Deployment/Targeted Device Family - iPhone
Deployment/iPhone OS
Deployment Target - iPhone OS 4.0

Search Paths/Header Search Paths -

$OGRE_HOME/build/iPhoneDependencies/include

$OGRE_HOME/build/include

$OGRE_HOME/build/include/OGRE

$OGRE_HOME/build/include/OGRE/Plugins/BSPSceneManager

$OGRE_HOME/build/include/OGRE/Plugins/OctreeSceneManager
$OGRE_HOME/build/include/OGRE/Plugins/OctreeZone

$OGRE_HOME/build/include/OGRE/Plugins/ParticleFX

$OGRE_HOME/build/include/OGRE/Plugins/PCZSceneManager

$OGRE_HOME/build/include/OGRE/iPhone

$OGRE_HOME/build/include/OGRE/RenderSystems/GLES

$OGRE_HOME/build/include/OGRE/RenderSystems/GLES/APPLE

Library Search Paths -

$OGRE_HOME/build/lib/debug-iphoneos

$OGRE_HOME/build/iPhoneDependencies/lib

$OGRE_HOME/build/iPhoneDependencies/lib/debug

GCC 4.2 - Code Generation/Compile for Thumb : disable
--------------------------------------------------
Simulator-Debug build env :

Architectures/Architectures - Standard

Architectures/Base SDK - iPhone Simulator4.0

Architectures/Valid Architectures - i386

Code Signing/Code Signing Identity - Simulator - iPhone OS 4.0, iPhone Developer: XXX (XXXXXX)

Deployment/Targeted Device Family - iPhone
Deployment/iPhone OS
Deployment Target - iPhone OS 3.2

Search Paths/Header Search Paths -

$OGRE_HOME/build/iPhoneDependencies/include

$OGRE_HOME/build/include

$OGRE_HOME/build/include/OGRE

$OGRE_HOME/build/include/OGRE/Plugins/BSPSceneManager

$OGRE_HOME/build/include/OGRE/Plugins/OctreeSceneManager

$OGRE_HOME/build/include/OGRE/Plugins/OctreeZone

$OGRE_HOME/build/include/OGRE/Plugins/ParticleFX

$OGRE_HOME/build/include/OGRE/Plugins/PCZSceneManager

$OGRE_HOME/build/include/OGRE/iPhone

$OGRE_HOME/build/include/OGRE/RenderSystems/GLES

$OGRE_HOME/build/include/OGRE/RenderSystems/GLES/APPLE

Library Search Paths -

$OGRE_HOME/build/lib/debug-iphonesimulator

$OGRE_HOME/build/iPhoneDependencies/lib

$OGRE_HOME/build/iPhoneDependencies/lib/debug
--------------------------------------------------


This is my development env history.


Question>
After setting as like above, I checked tutorials from http://www.ogre3d.org/tikiwiki/Tutorials.
They works well, but
[Intermediate Tutorial7 : Render to texture] has a problem.
In Simulator-Debug, output of RenderTexture is displayed well on the miniScreen,
but in Device-Debug, output of miniScreen is black and has no warning.

You can see the Device-Debug build log at the end of this question.

Is this development environment right?
If I'm wrong, would you indicate my fault?

FWI,I found the link,
http://www.ogre3d.org/forums/viewtopic. ... 2&start=25
and it looks similar issue but I can't sure.
('Cause Ogre full source supports OPENGL ES 2.0 but Ogre Xcode Template supports OPENGL ES 1.0.)

Thanks in advance~


-Device-Debug build log-

Code: Select all

[Session started at 2010-07-19 15:02:58 +0900.]
GNU gdb 6.3.50-20050815 (Apple version gdb-1470) (Thu May 27 05:54:06 UTC 2010)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys000
Loading program into debugger…
Program loaded.
target remote-mobile /tmp/.XcodeGDBRemote-178-60
Switching to remote-macosx protocol
mem 0x1000 0x3fffffff cache
mem 0x40000000 0xffffffff none
mem 0x00000000 0x0fff none
run
Running…
[Switching to thread 11523]
[Switching to thread 11523]
sharedlibrary apply-load-rules all
continue
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DDS codec registering
FreeImage version: 3.13.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: jpg,jif,jpeg,jpe,png,tga,targa,tif,tiff
PVRTC codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
*-*-* OGRE Initialising
*-*-* Version 1.8.0unstable (Byatis)
Installing plugin: OpenGL ES 1.x RenderSystem
OpenGL ES 1.x Rendering Subsystem created.
Plugin successfully installed
Installing plugin: Octree Scene Manager
Plugin successfully installed
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Installing plugin: BSP Scene Manager
Plugin successfully installed
CPU Identifier & Features
-------------------------
 *   CPU ID: 
 *      VFP: no
 *     NEON: yes
-------------------------
GLESRenderSystem::_createRenderWindow "DemoApp v1.0", 480x320 fullscreen  miscParams: FSAA=4 displayFrequency=0 Hz orientation=Landscape Left 
GL_VERSION = OpenGL ES-CM 1.1 IMGSGX535-48.11.3
GL_VENDOR = Imagination Technologies
GL_RENDERER = PowerVR SGX 535
GL_EXTENSIONS = GL_APPLE_framebuffer_multisample GL_APPLE_texture_2D_limited_npot GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_draw_texture GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_matrix_palette GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_format GL_OES_rgb8_rgba8 GL_OES_stencil8 GL_OES_stencil_wrap GL_OES_texture_mirrored_repeat GL_OES_vertex_array_object 
EXT:GL_APPLE_framebuffer_multisample
EXT:GL_APPLE_texture_2D_limited_npot
EXT:GL_APPLE_texture_format_BGRA8888
EXT:GL_APPLE_texture_max_level
EXT:GL_EXT_blend_minmax
EXT:GL_EXT_discard_framebuffer
EXT:GL_EXT_read_format_bgra
EXT:GL_EXT_texture_filter_anisotropic
EXT:GL_EXT_texture_lod_bias
EXT:GL_IMG_read_format
EXT:GL_IMG_texture_compression_pvrtc
EXT:GL_OES_blend_equation_separate
EXT:GL_OES_blend_func_separate
EXT:GL_OES_blend_subtract
EXT:GL_OES_compressed_paletted_texture
EXT:GL_OES_depth24
EXT:GL_OES_draw_texture
EXT:GL_OES_fbo_render_mipmap
EXT:GL_OES_framebuffer_object
EXT:GL_OES_mapbuffer
EXT:GL_OES_matrix_palette
EXT:GL_OES_packed_depth_stencil
EXT:GL_OES_point_size_array
EXT:GL_OES_point_sprite
EXT:GL_OES_read_format
EXT:GL_OES_rgb8_rgba8
EXT:GL_OES_stencil8
EXT:GL_OES_stencil_wrap
EXT:GL_OES_texture_mirrored_repeat
EXT:GL_OES_vertex_array_object
**************************************
*** OpenGL ES 1.x Renderer Started ***
**************************************
Registering ResourceManager for type GpuProgram
GL ES: Using GL_OES_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 Packed-D24S8 
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
[GLES] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_X8R8G8B8 PF_X8B8G8R8 
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 1.x Rendering Subsystem
GPU Vendor: imagination technologies
Device Name: PowerVR SGX 535
Driver Version: 0.0.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: no
 * Hardware stencil buffer: no
 * Hardware vertex / index buffers: yes
 * Vertex programs: no
 * Number of floating-point constants for vertex programs: 0
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: no
 * Number of floating-point constants for fragment programs: 0
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 0
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Supported Shader Profiles:
 * Texture Compression: yes
   - DXT: no
   - VTC: no
   - PVRTC: yes
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: no
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: no
 * Non-power-of-two textures: no
 * Volume textures: no
 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 511
 * Vertex texture fetch: no
 * Number of world matrices: 0
 * Number of texture units: 8
 * Stencil buffer depth: 0
 * Number of vertex blend matrices: 0
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 0x19472a0.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x194e9d0 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
Creating resource group Bootstrap
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/own_shaders' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/meshes' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/gui' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/fonts' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/overlays' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/materials/programs' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/materials/scripts' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/materials/textures' of type 'FileSystem' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'General'
Added resource location '/var/mobile/Applications/D698CBE1-9920-469A-9009-5D248AE7DA04/RTT_Test.app/./media/packs/skybox.zip' of type 'Zip' to resource group 'General'
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group Bootstrap
Parsing script OgreCore.material
ScriptCompiler::compile called
Parsing script OgreProfiler.material
ScriptCompiler::compile called
Parsing script Ogre.fontdef
Parsing script OgreDebugPanel.overlay
Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Texture: ogretext.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Creating resources for group Bootstrap
All done
Parsing scripts for resource group General
Parsing script Examples.program
ScriptCompiler::compile called
Parsing script Ogre.material
ScriptCompiler::compile called
Parsing script cube.1m.material
ScriptCompiler::compile called
Parsing script Example.material
ScriptCompiler::compile called
Parsing script Examples-Advanced.material
ScriptCompiler::compile called
Compiler error: object unsupported by render system in Examples-Advanced.material(381)
Parsing script Compositor.overlay
Parsing script DP3.overlay
Parsing script Example-CubeMapping.overlay
Parsing script Example-DynTex.overlay
Parsing script Example-Water.overlay
Parsing script Shadows.overlay
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Demo initialized!
Texture: grass_1024.jpg: Loading 1 faces(PF_B8G8R8,1024x1024x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,1024x1024x1.
Font BlueHighwayusing texture size 512x512
Info: Freetype returned null for character 127 in font BlueHighway
Info: Freetype returned null for character 128 in font BlueHighway
Info: Freetype returned null for character 129 in font BlueHighway
Info: Freetype returned null for character 130 in font BlueHighway
Info: Freetype returned null for character 131 in font BlueHighway
Info: Freetype returned null for character 132 in font BlueHighway
Info: Freetype returned null for character 133 in font BlueHighway
Info: Freetype returned null for character 134 in font BlueHighway
Info: Freetype returned null for character 135 in font BlueHighway
Info: Freetype returned null for character 136 in font BlueHighway
Info: Freetype returned null for character 137 in font BlueHighway
Info: Freetype returned null for character 138 in font BlueHighway
Info: Freetype returned null for character 139 in font BlueHighway
Info: Freetype returned null for character 140 in font BlueHighway
Info: Freetype returned null for character 141 in font BlueHighway
Info: Freetype returned null for character 142 in font BlueHighway
Info: Freetype returned null for character 143 in font BlueHighway
Info: Freetype returned null for character 144 in font BlueHighway
Info: Freetype returned null for character 145 in font BlueHighway
Info: Freetype returned null for character 146 in font BlueHighway
Info: Freetype returned null for character 147 in font BlueHighway
Info: Freetype returned null for character 148 in font BlueHighway
Info: Freetype returned null for character 149 in font BlueHighway
Info: Freetype returned null for character 150 in font BlueHighway
Info: Freetype returned null for character 151 in font BlueHighway
Info: Freetype returned null for character 152 in font BlueHighway
Info: Freetype returned null for character 153 in font BlueHighway
Info: Freetype returned null for character 154 in font BlueHighway
Info: Freetype returned null for character 155 in font BlueHighway
Info: Freetype returned null for character 156 in font BlueHighway
Info: Freetype returned null for character 157 in font BlueHighway
Info: Freetype returned null for character 158 in font BlueHighway
Info: Freetype returned null for character 159 in font BlueHighway
Info: Freetype returned null for character 160 in font BlueHighway
Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
R

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masterfalcon
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Re: Render to Texture doen't work in iPhone.

Post by masterfalcon »

The initial problem was with GL ES 2. I've seen some odd behavior with PF_R8G8B8 textures only on iOS 4 devices(RTT's included) recently. I'm quite confident that you're not doing anything wrong but this is a bug in Ogre. Ironing this out has been toward the top of my list over the last week.

kalashni7
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Posts: 8
Joined: Mon Jul 19, 2010 7:38 am
Location: seoul, korea
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Re: Render to Texture doen't work in iPhone.

Post by kalashni7 »

Thanks for the quick reply.
I'll work other jobs until this problem is solved. :)
Last edited by kalashni7 on Fri Jul 23, 2010 4:57 am, edited 1 time in total.

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masterfalcon
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Re: Render to Texture doen't work in iPhone.

Post by masterfalcon »

I just tried out tutorial 7 and got it rendering properly to a texture. Perhaps it's some of the changes that I haven't pushed out yet.

kalashni7
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Posts: 8
Joined: Mon Jul 19, 2010 7:38 am
Location: seoul, korea
Contact:

Re: Render to Texture doen't work in iPhone.

Post by kalashni7 »

Oh, I wonder which part makes RTT problem.(maybe it's possible :) )
And would you let me know when the next build this issue's fixed comes out ?

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