Hi Maxim,
Hi,
I have a osg::Texture2D that I'm using as a render to texture target.
I can see that it is working on the screen, but I need to have access to the
RGB values of the texture itself so I can also copy them to another API.
How can I access the RGB values?
set a postDrawCallback to the pass/camera that writes to the texture.
In the callback:
virtual void operator () (osg::RenderInfo& render_info) const
{
osg::State* state=render_info.getState();
state->apply(render_info.getCurrentCamera()->getStateSet());
state->applyTextureAttribute(0, mTexture);
mTexture->apply(*state);
mImage->readImageFromCurrentTexture(render_info.getContextID(),true,
GL_FLOAT ); //change the GL_FLOAT to your needs
}
the mTexture is passed to the callback using the original texture
attached to the MRT.
Cheers
Sebastian
After rendering a frame, if I access _image in the texture2D class, it is null,
but I do see that the Texture of texture2D has an array size of 1.
How and where are the RGB values stored?
Thank you!
Maxim
Thank you,
--Maxim
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72322#72322
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