>> Hello,
>>
>> I set up an orthographic camera with the OSG::OrthographicCameraPtr and
>> added it to my viewport.
>> What i like to do is to get the frame which is rendered through this
>> camera into some kind of grayscale image-array to do image-processing
>> like edge-detection. So actually i need the output from the fragment
>> shader or a part of the framebuffer...
>> I thought about using glsl to get access to the fragment-shader. Maybe
>> giving a 2D-texture to the fragment-shader so that i can somehow store
>> the depth-values into it would work. But i am not sure how this could be
>> realized.
>> If there is an easier way to access the framebuffer or someone could
>> recommend an example how to pass arrays to the fragment shader i would
>> be glad to get a hint.
>
> Not quite sure what you're looking for, but from what you describe
> (image processing using shaders) I would suggest you to use FBO's,
> just render into an FBO and pass it as a texture to the next shader
> (if you want to do something more complex that requires multipassing).
>
> OpenSG supports FBO's (search for "OSGFBOViewport") :-)
>
> If you just want to read back the results from your rendering you might
> also use
> the GrabForeground class:
>
>  http://opensg.vrsource.org/trac/wiki/Tutorial/OpenSG1/Windows#GrabForeground

Thank you for this link - i tried the grabForeground-method and it worked
well.
What i still need (i didnt say that) is for every pixel a depth-value to
reconstruct the (almost) exact position in world-coordinates after
applying the image-processing. That was the reason i considered using
shaders to keep the depth values in a texture or something...
If i understand you right this is also what you suggest to do.

Regards,

Sebastian


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