From Mathias Froehlich, Fixed FrameBufferObject attachement code to handle cases
where no texture or image is attached
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@@ -340,7 +340,10 @@ void RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
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osg::Camera::BufferComponent buffer = itr->first;
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osg::Camera::Attachment& attachment = itr->second;
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fbo->setAttachment(buffer, osg::FrameBufferAttachment(attachment));
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if (attachment._texture.valid() || attachment._image.valid())
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fbo->setAttachment(buffer, osg::FrameBufferAttachment(attachment));
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else
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fbo->setAttachment(buffer, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, attachment._internalFormat)));
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if (buffer==osg::Camera::DEPTH_BUFFER) depthAttached = true;
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else if (buffer==osg::Camera::STENCIL_BUFFER) stencilAttached = true;
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