Hi Tobi,
Tobias Kipfelsberger wrote:
>
> It is not working! I only get crap!
Hmpf. That would have been a nice and easy fix...
> Can you have a quick look over my code, just in case i screwed up somewhere?
> With OSG_UINT8_IMAGEDATA everything works fine.
> By the way I'm using the most recent daily build (version 1.8) from today.
>
> grabImage = Image::create();
> grabImage->set( Image::OSG_RGBA_PF,
> m_imageWidth, m_imageHeight,
> 1,1,1,0.0,
> 0, Image::OSG_FLOAT32_IMAGEDATA); // do i need to allocate
> memory here?
>
> GrabForegroundPtr grabber = GrabForeground::create();
> grabber->setImage(g_grabImage);
> grabber->setActive(true);
>
> MFForegroundPtr *foregrounds = g_window->getPort(0)->getMFForegrounds();
> foregrounds->push_back (grabber);
>
> // check texture
> for (int h=0; h< grabImage->getHeight(); ++h) {
> for (int w=0; w< grabImage->getWidth(); ++w) {
> float r = ((float*)(grabImage ->getData() +
> width*h*Channels*ByteSize))[w*4];
> float g = ((float*)(grabImage ->getData() +
> width*h*Channels*ByteSize))[w*4+1];
> float b = ((float*)(grabImage ->getData() +
> width*h*Channels*ByteSize))[w*4+2];
> float a = ((float*)(grabImage ->getData() +
> width*h*Channels*ByteSize))[w*4+3];
> }
> }
That looks ok. Do you have a simple test program that I could run here?
> There are no scatter operations for Shaders. Right now there is no easy way
> to sum values of a texture.
Hm, summing up values is more a gather if I'm not mistaken. I know many people
do that in multiple passes writing to successively smaller textures.
>> The id that's store in the TextureChunk is not th eactual GL id any more
>> (unless
>> you use an old version).
>
> So, where is the GL id now? :-)
In the Window:
win->getGLObjectId(fboViewport->getTextures(0)->getGLId());
Hope it helps
Dirk
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