Hi again,
I appologize in advance for asking stupid questions;)
By changing the line
cam-setRenderOrder(osg::Camera::PRE_RENDER);
to
cam-setRenderOrder(osg::Camera::POST_RENDER);
everything works as expected (src in my previous post).
I have the following questions:
1: Is this correct
OK, this is what I've done. I've Subclassed osg::Camera::DrawCallback and read
from the texture in the operator() using osg::Image::readPixels, with an
applied FBO with the texture i want to read from attached. The retrieved value
seems to be correct. The callback object is set as final draw
Hi all!
I am currently rendering to a texture by attaching it to a camera as
Camera::COLOR_BUFFER.
Now I want to read data back to the CPU from this texture. I have looked at the
examples and examined the forum, but I still don't understand how to do this.
Can anyone please point me to the
-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Aasen
Sent: Wednesday, June 09, 2010 9:33 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Read texels from texture in GPU memory
Hi all!
I am currently
Hi Martin,
you can look at the osgprerender example when use_image is set. You attach an
image to the camera and read the image data in a postdraw callback
-Fred
- Martin Aasen a écrit :
Hi all!
I am currently rendering to a texture by attaching it to a camera as
Hi,
Thanks for the replies, guys! I think we are on to something, but I have to
make myself a bit more clear.
What I want is a function like
float getSample(Texture2D* tex, Vec2 pos),
which will return the float value stored in tex at pos (tex is a float 32
texture with one component) on
As far as I can tell, glGetTexImage retrieve the whole texture data.
If you want to read a subset of that, you'll have to read the framebuffer
object with glReadBuffer/glReadPixels as suggested by Gordon.
-Fred
- Martin Aasen martin-ferstad.aa...@ffi.no a écrit :
Hi,
Thanks for the
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