Hi, Thanks for the help. I think that I stumbled on the answer as you were typing it. While stepping through the FrameBufferObject code, I was looking for where a Renderbuffer object might attach. I saw that it needed an attached Image, so on a whim I allocated one and attached it to my camera. Voila! I was going to reply to my own post with my findings, but you beat me to it. I really appreciate everyone's help.
Thanks, Brian On Fri Jul 27 11:40 , 'Robert Osfield' <[EMAIL PROTECTED]> sent: >Hi Brian, > >On 7/27/07, Brian [EMAIL PROTECTED]> wrote: >> Well, yes and no. That would be great, but when the FrameBufferObject is >> set up, it uses a texture in the call to attach. >> >> renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT; >> m_CameraNode->setRenderTargetImplementation(renderImplementation); >> m_CameraNode->attach(osg::CameraNode::COLOR_BUFFER, m_Texture.get()); >> >> Every example I have seen that uses FBOs uses a texture with a NULL image, >> unless of course, the FBO initialization fails and then it reverts to using >> pbuffers. When I try using m_Texture->getImage(), this returns NULL, so I >> have no pointer to use with the readImageFromCurrentTexture function. > >If you attach in Image to a RTT osg::Camera then it should >automatically copy the image at the end of render that subgraph, this >should remove the need to do it manually. > >The osgprerender example has a code path that does this. > >Robert. >_______________________________________________ >osg-users mailing list >[email protected] >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

