Hello Constantin, Constantin Müller wrote: >>> I'm wondering if nobody ever did a readback of the Stencilbuffer, or >> it's quite possible, since the stencil is usually only needed when >> trying to achieve a specific effect and even then readback is often not >> required - for performance reason most people will usually try quite >> hard to leave the data on the GPU only ;) >> > > how can I get access to the stencil data from the image? > I got the packed depth/stencil image, but how can I readout the stencil data? > Is there any functionality available for that?
as far as i understand it the stencil data should be in one of the four bytes that make up every pixel in the image. Calling img->getPixel(i) you can access the individual bytes: UInt32 stencilByte = 0; for(UInt32 h = 0; h < img->getHeight(); ++h) { for(UInt32 w = 0; w < img->getWidth(); ++w) { UInt8 p = img->getPixel(stencilByte + 4 * w + (h * img->getWidth() * 4)); } } I don't know in which of the four bytes the GPUs store the stencil value, but changing stencilByte between 0..3 you can try them all. Cheers, Carsten ------------------------------------------------------------------------------ This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users