> Depth buffer and color buffer are possible to get with bgl (the opengl > wrapper).
Yes... But I'm also interested in the intermediate buffers' values -- for example, if any visible object has X-Ray turned on, the final ZBuffer would contain values only for X-Ray objects. Hmm, perhaps Blender does not actually store the intermediate buffers... So, I guess, this part of proposal should be reformulated: 3) Introduce python callbacks that would be invoked after the corresponding stages of the viewport rendering. E.g.: bpy.app.handlers.view3d_pass_zbuffer bpy.app.handlers.view3d_pass_zbuffer_xray bpy.app.handlers.view3d_pass_selection_buffer etc. (I don't know what render passes Blender actually does, so these are just an imaginary example). The corresponding callbacks might have a signature like callback(context), where context contains information about the corresponding area/space/region. Also, to get correct values via glReadPixels(), you need to know the absolute coordinates of the region you're working with. Blender does not seem to provide that information (at least I couldn't find it in the description of the corresponding classes), only the region's width and height. _______________________________________________ Bf-python mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-python
