Hi Enrico,
I use this code ...
Andreas
_rt = new RenderTexture(_width, _height, false);
// RGBA8 share, depth, no stencil, mipmaps, and anisotropic
filtering. (Must be POTD)
_hasPBuffer = _rt->Initialize(true, true, false, true,
true, 8, 8, 8, 8);
void paintGL(void)
{
_rt->BeginCapture();
getWindow()->frameInit();
getWindow()->renderAllViewports(getRenderAction());
// read the rendered pixel what ever.
//glReadPixels( 0, 0, _width, _height, _image->getPixelFormat(),
GL_UNSIGNED_BYTE, _image->getData());
_rt->EndCapture();
}
thanks christoph,
this was of great help.
now my question is...
where can i find some snipplets of code showing how to use it?
thanks enrico
Il gio, 2004-10-07 alle 12:23, Christoph Fuenfzig ha scritto:
Jan Wurster wrote:
Enrico Borrione wrote:
thanks for the hints,
but are you sure that OpenSG does not support such features?
It is not that exotic to dump a rendered frame to a texture...
It's not, no :) But actually, I'm not aware of a native OpenSG
feature that covers this.
There is the TextureGrabForeground to grab the framebuffer into a texture, see
System/Window/OSGTextureGrabForegroundBase.h/.cpp
But I do not know if it works with FLOAT formats. It simply takes the
texture format from the image pixelformat.
Did you try that already?
Christoph
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