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 ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
