timscaffidi/ofxVolumetrics

Can't see volume rendered in example

Closed this issue · 4 comments

Thanks for this great addon. I can't seem to get the example running however. I see only the background image and no volume, even after changing all the parameters in the GUI. I've tried on clean versions of OSX w/ oF v073 and v074. My machine is a MacBookPro 8,2 with an AMD Radeon HD 6750M 1GB. In my console output, I have:

setting up volume data buffer at 256x256x99
[verbose] Creating GLSL Program
[verbose] GL_VERTEX_SHADER shader compiled.
[verbose] GL_FRAGMENT_SHADER shader compiled.
[verbose] Attaching shader of type GL_FRAGMENT_SHADER
[verbose] Attaching shader of type GL_VERTEX_SHADER
[verbose] Program linked.
[verbose] ofxVolumetrics::setup(): Using power of two texture size. Requested: 256x256x99. Actual: 256x256x128.

[ofFbo:verbose] FBO supported
[ofFbo:verbose] checkGLSupport()maxColorAttachments: 8maxDrawBuffers: 8maxSamples: 8
[ofFbo:verbose] FRAMEBUFFER_COMPLETE - OK
[ofFbo:verbose] FBO supported
[ofFbo:verbose] checkGLSupport()maxColorAttachments: 8maxDrawBuffers: 8maxSamples: 8
[ofFbo:verbose] FRAMEBUFFER_COMPLETE - OK
[verbose] Detaching and deleting shader of type GL_FRAGMENT_SHADER
[verbose] Detaching and deleting shader of type GL_VERTEX_SHADER
Program ended with exit code: 0

Any ideas would be really appreciated! Thanks so much.

line 326 of ofxVolumetrics.cpp should be:

ofSetupScreenOrtho(ofGetWidth(), ofGetHeight(),OF_ORIENTATION_DEFAULT,false,0,1000);

and all is good!

Hi, i think something was changed in the way FBOs are rendered from 0073 -> v0.7.4

I was aware about it not working in 0.7.4, I just haven't had the time to look into the problem and find out why exactly it isn't working. I'm surprised it isn't working for you in 0073, i just checked it out on a current gen MBP with the 650M GPU.

Great, thanks for figuring it out! I think that code was commented out because it should have worked but didn't in a past release, but now its fixed. If you want to submit a PR, go ahead or else I will fix this at some point in the hopefully not too distant future.

I'd like to but I don't know how :) I'll leave it to you!