Hi,

I'm working on a markerless tracking project.
Right now, I render into a FBO, calculate the edges on the resulting texture 
and compare those with another texture.

As I need to sum the pixels in order to get a weight of the result, the texture 
must be transfered to the CPU again. 
Due to the use of floating point textures, I can't use "grabForeground". In 
addition a proposal working entirely on GPU through Nvidia CUDA framework is 
considered. 
Therefore I need the OpenGL texture ID anyway.

I'd appreciate it very much, if someone could point me to the right direction, 
as I'm a bloody beginner in OpenSG

so far i tried following:

void display (void)
{
        // get the RenderAction from SimpleSceneManager
        RenderAction *rAct = static_cast<RenderAction*>( mgr->getAction() ); 
        // render fbo scene
        fboViewport->render(rAct); 
        // render main scene
        mgr->redraw(); 
        // readback
        float* buf= new float ( imageWidth * imageHeight *4 );
        glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 
fboViewport->getTextures(0)->getGLId() );
        glGetTexImage( GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,GL_FLOAT, 
(GLvoid*)buf );
}



-- 
Psssst! Schon vom neuen GMX MultiMessenger gehört?
Der kanns mit allen: http://www.gmx.net/de/go/multimessenger

-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to