Hi Jesper!
For doing high quality screenshots I recommend you read the following articles:
"Poster Quality Screenshots" by Steve Rabin (Nintendo of America Inc)
Available in "Game Programming Gems 4", 2004.

And 
"Rendering Print Resolution Screenshots" by Alex Vlachos and Evan Hart (ATI 
Research)
Available in "Game Programming Gems 2", 2001. 

/Björn


> -----Ursprungligt meddelande-----
> Från: [email protected] 
> [mailto:[email protected]] För 
> Jesper D. Thomsen
> Skickat: den 14 maj 2009 10:16
> Till: OpenSceneGraph Users
> Ämne: Re: [osg-users] Problems with FBOs when takinghigh 
> resolution screenshots.
> 
> Thank you very much, I suspected it was something like that. 
> Do you know if there another standard way of making high 
> resolution renderings via OSG that isn't hit by the graphics 
> card texture size limitations?
> Otherwise I'll just have to implement the checking mechanism 
> you gave me and limit the maximum size for the less capable 
> graphics cards.
> 
> Thanks,
> 
> Jesper D. Thomsen
> ________________________________________
> From: [email protected] 
> [[email protected]] On Behalf Of 
> Jean-Sébastien Guay [[email protected]]
> Sent: Wednesday, May 13, 2009 4:16 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Problems with FBOs when taking high  
>   resolution      screenshots.
> 
> Hi Jesper,
> 
>  > In both cases this occors when the screenshot
> > is larger than 2048x2048 pixels. The lower-left 2048x2048 pixels of 
> > the screenshot are always correct, but the rest is black.
> 
> I'd guess you're hitting a texture or FBO size limitation in 
> the graphics cards your clients are running on. NVidia 
> generally supports up to 4096x4096 (newer cards even go to 
> 8192x8192 or more) but other manufacturers place different 
> constraints.
> 
> I think you can quert GL_MAX_TEXTURE_SIZE or something like 
> that to get the maximum size supported by the current driver 
> (make sure you have an OpenGL context current when you try to 
> query). Then you could limit your app to taking screenshots 
> of that size. If the driver reports it correctly and doesn't 
> lie, it would avoid the partially black screenshots.
> 
> As a first step you could make a small app that checks that 
> value to see if that's really the problem.
> 
> Hope this helps,
> 
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [email protected]
>                                 http://www.cm-labs.com/
>                          http://whitestar02.webhop.org/ 
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