fixed various processors not having textures attached to their FBOs

parent 32e3aeb8
......@@ -130,6 +130,8 @@ namespace campvis {
}
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
decorateRenderProlog(data, _shader);
......
......@@ -93,6 +93,9 @@ namespace campvis {
// set modelview and projection matrices
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
decorateRenderProlog(data, _shader);
_shader->setUniform("_projectionMatrix", p_camera.getValue().getProjectionMatrix());
......
......@@ -104,6 +104,9 @@ namespace campvis {
// set modelview and projection matrices
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
_shader->setIgnoreUniformLocationError(true);
decorateRenderProlog(data, _shader);
......
......@@ -59,6 +59,8 @@ namespace campvis {
void StrainRaycaster::processImpl(DataContainer& data, ImageRepresentationGL::ScopedRepresentation& image) {
if (image.getImageData()->getNumChannels() == 3 || image.getImageData()->getNumChannels() == 4) {
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QuadRdr.renderQuad();
......
......@@ -94,6 +94,9 @@ namespace campvis {
ImageRepresentationGL* image = ImageRepresentationGL::create(&id, tex);
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
_shader->setIgnoreUniformLocationError(true);
_shader->setUniform("_viewportSize", _renderTargetSize.getValue());
......
......@@ -166,6 +166,8 @@ namespace campvis {
size_t height = (p_showConfidenceMap.getValue() ? _currentSweep->Height() / 4 : _currentSweep->Height());
if (tmp != 0) {
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_DEPTH_TEST);
......
......@@ -55,6 +55,9 @@ namespace campvis {
void DRRRaycaster::processImpl(DataContainer& data, ImageRepresentationGL::ScopedRepresentation& image) {
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->setUniform("_shift", p_shift.getValue());
_shader->setUniform("_scale", p_scale.getValue());
......
......@@ -86,6 +86,8 @@ namespace campvis {
if (xRayImage != 0 && sliceImage != 0 && drrFullImage != 0 && drrClippedImage != 0) {
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
tgt::TextureUnit xRayColorUnit, xRayDepthUnit, sliceColorUnit, sliceDepthUnit, drrFullUnit, drrClippedUnit;
......
......@@ -86,6 +86,9 @@ namespace campvis {
}
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
tgt::TextureUnit colorUnit, depthUnit;
_shader->activate();
_shader->setUniform("_modelMatrix", tgt::mat4::createScale(tgt::vec3(.5f, .5f, .5f)));
......
......@@ -93,7 +93,9 @@ namespace campvis {
if (firstImage != 0 && secondImage != 0 ) {
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
tgt::TextureUnit firstColorUnit, firstDepthUnit, secondColorUnit, secondDepthUnit;
......
......@@ -160,6 +160,9 @@ namespace campvis {
// prepare OpenGL
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
_shader->activate();
decorateRenderProlog(data, _shader);
tgt::TextureUnit inputUnit, tfUnit;
......
......@@ -101,6 +101,9 @@ namespace campvis {
FaceGeometry slice = clipped.getFaces().back(); // the last face is the closing face
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
glEnable(GL_DEPTH_TEST);
_shader->activate();
......
......@@ -175,6 +175,9 @@ namespace campvis {
return;
FramebufferActivationGuard fag(this);
createAndAttachColorTexture();
createAndAttachDepthTexture();
tgt::TextureUnit colorUnit, depthUnit;
_shader->activate();
......
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