[EMAIL PROTECTED] wrote:
>
>> I'd still  recommend the
>> ImageGrabForeground though, which handles this better & simpler.
>
> You were right, the IDbuffer works really fine ! So fine that I ask 
> Myself My don't adding it to OpenSG, in the (maybe rare) case of 
> RayIntersection From the viewpoint, so as to overcome The 
> IntersectAction slowness ? (I don't think it's too 'application 
> dependant')
Sure! What you need to do is basically:

1. format your code to look like other OpenSG-code. (comments etc would 
be nice)
2. write a small test/tutorial showing how it works.
3. compile the lib as a part of OSGSystem.lib (i.e. put it in some dir 
and do scons)
4. submit everything as a patch ticket on Trac
5. wait/pray/poke for someone in the core dev team to apply your patch.
> I still have a little bug in the rendering pass : I see the supposed 
> offscreen rendered buffer when rendering it. Whereas, my rendering 
> loop looks like this:
>
> display{
>   if(need_render_ID_buffer){
>       render_it();
>       need_render_ID_buffer=false;
>   }
>   window->render(renderaction);
>   myopenglstuff->render_it();
>   glutSwapBuffers();
> }
>
> How it is possible since I draw over the framebuffer before swapping ?
doesn't window->render() do a swap? How does your render_it() function look?
> In all cases, thanks marcus for your help ! the GrabForeground 
> solution works fine.
You're welcome. Glad to know I could be of help! :-)

Cheers,
/Marcus


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