Which coordinate space do you want to get your geometry in?
Vertex programs produce vertices in clip coordinates (after the
modelview and projection transformations). So even if you could
capture coords immediately after the vertex program, you may have to
apply an inverse transformation to
2006/1/16, Michael Frumin [EMAIL PROTECTED]:
I am attempting to capture 3D geometries from OpenGL applications for re-use
[...]
1) Would the Mesa code for
compiling/interpreting/evaluating vertex programs against a
set of vertices be easily re-usable by my DLL proxy?
If you want to simply
Michael Frumin wrote:
On 1/17/06, *Brian Paul* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Michael Frumin wrote:
I am attempting to capture 3D geometries from OpenGL applications for
Have you looked at OpenGL's feedback feature? It lets you capture
OpenGL
you're right. that worked, but it turns out the FeedbackBuffer is not the approach I'm looking for. there's no Z-depth because its in screen coordinates, and it clips everything to the viewing frustum, as opposed to giving me polygons _before_ clipping and flattening.
will maybe pursue the re-use