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

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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


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