Hi Marcus.

Am 14.08.2008 um 09:37 schrieb Marcus Lindblom:

> My bet is that the OSG::Image (in system memory) never gets updated  
> from
> it's corresponding buffer on the gfx-card (which you write to using
> FBOViewport). To do so would require a glReadPixels() or  
> glGetTexImage()
> (or whatever the latter is called) to download data to the OSG::Image.


Yep - I think you're right. And I also think that glGetTexImage is the  
way to go.


> AFAIK, the various GrabForegrounds only grab the color buffer,  
> although
> you might try to add an Image with a depth-component pixel format.


AFAICS, OSG::Image seems to know nothing about GL_DEPTH_COMPONENT  as  
a pixel format.


> I'd really like an 'update' call on a texturechunk, that downloads
> texture data to the chunk's images.


I tried to add something like this to TextureChunk - and failed (so  
far). Everytime I try to add glGetTexImage after a call to  
glBindTexture and setting all the texture parameters in the  
TextureChunk I get a GL_INVALID_OPERATION, which doesn't really make  
sense to me as this should be only generated if glGetTexImage is  
called between glBegin/glEnd (at least that's what the man page says).  
Has anybody some hints for me on how to implement this properly? This  
is definitely a feature that might be useful for others, too...

Thanks.

Yours,
Dominik 

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