Actually, Render does support hardware rendering. Use Options(..., "rendering mode", "hardware") on the object just before passing it to Render.
Greg Randall Hopper <[EMAIL PROTECTED]>@opendx.watson.ibm.com on 03/12/2002 05:33:49 PM Please respond to [email protected] Sent by: [EMAIL PROTECTED] To: [email protected] cc: Subject: [opendx-users] Re: Saving HW-rendered images |Do you mean while you are interacting with the object in the image window? No, I don't need interaction. The animation is driven by a Sequencer. I'm using Image because (IIRC) Render currently doesn't support hardware rendering. |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. Ok. I can de-gamma-correct them. |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. I'll work with that. I hadn't used ReadImageWindow before (didn't know it was there). And I'll flip through the UserRef again to see what other modules I could be using. Thanks for the suggestions. Randy -- Randall Hopper (mailto:[EMAIL PROTECTED]) Lockheed Martin Operation Support EPA Scientific Visualization Center US EPA N127-01; RTP, NC 27711
