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.
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