have a look at the osgprerender example. That one renders to texture first,
and then uses the contents of this texture for rendering to screen.

The osgscreencapture and osgposter examples also have options to render
off-screen to FBO or pbuffers.


2016-08-18 13:19 GMT+02:00 Chris Thomas <ctho...@soasta.com>:

> Hi,
>
> I have an existing app I am developing, which itself is based on OpenGL.
> It uses an API that provides a 3D windowing system, with different media
> being displayed on planes, within this 3D space. All good...
>
> Except, its API does not offer anything near the flexibility, and ease of
> use of OSG. So.. how to use OSG within this app.
>
> All of the examples I have seen so far, use a very similar patern, of the
> ilk....
>
>
> Code:
> osg::ref_ptr<osg::Node> cessna = osgDB::readNodeFile( "cessna.osg" );
> viewer.setSceneData( cessna.get() );
> return viewer.run();
>
>
>
> This is great, in that its very easy to get going, but its thew viewer()
> that is causing issues for me. Ideally the viewer would be able to render
> to a texture, rather than to a screen, or window on a screen. I basically
> need a headless 3D process running, where the OSG output is going to a
> texture.
>
> Are there any examples of how to do this? Once I have a texture, I can
> easily copy its contents to my apps planes.
>
> Thank you!
>
> Cheers,
> Chris
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68415#68415
>
>
>
>
>
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