Do you mean while you are interacting with the object in the image window? If so, I don't think you can. The interaction and rendering takes place inside an X event loop. No modules actually execute until you button-up. So if you put on Save Continuous, you'll get the initial image, then the current image each time you button-up. And I think the bits you get are exactly those read back from the OpenGL window, so they were gamma corrected during the rendering process and the read-back doesn't un-correct them. So if you then Display them, they'll get gamma corrected yet again.
One unpalatable way you might save each frame is by building a custom user interactor which read back the OpenGL window and wrote each rendered image to a file. The readback and file write would be easy; they'd just be explicit invokations of the ReadImageWindow and WriteImage modules. It'd take a bit of hacking to make itwork well, though; I bet you'd need to implement an additional call to the user interactor to pass it control again after each image is rendered. Greg Randall Hopper <[EMAIL PROTECTED]>@opendx.watson.ibm.com on 03/12/2002 01:46:33 PM Please respond to [email protected] Sent by: [EMAIL PROTECTED] To: [email protected] cc: Subject: [opendx-users] Saving HW-rendered images What's the right way to save hardware-rendered animation images to a file (e.g. in TIFF format)? Preferring an automatic method, I tried Image(recordEnable=1, recordFormat="tiff"), but it results in stale images. Image's File->Save Image dialog works if you don't specify rerendering, but the gamma is too high -- not close to what is on-screen -- and it's a manual process. The continuous saving box checked yields stale images too. DXGAMMA and DXHWGAMMA didn't seem to do anything. Randy -- Randall Hopper (mailto:[EMAIL PROTECTED]) Lockheed Martin Operation Support EPA Scientific Visualization Center US EPA N127-01; RTP, NC 27711
