Hi,
I can't help more than by pointing you to the working osgprerender.
Start from that and modify as needed. You don't need to call frame()
manually in you own rendering, just attach the RTT camera to your scene.
jp
Dominic Stalder wrote:
I'm sorry for posting that much, but I can't do it right the FBO
rendering to texture.
If I take some other osg:Node's it brings the following warning:
Warning: detected OpenGL error 'invalid framebuffer operation' after
RenderBin::draw(,)
If someone knows how to do it rigth, just mail ;-)
Am 05.01.10 13:45, schrieb Dominic Stalder:
Hi
I solved the problem, the projection matrix was the problem. Now if I
call the following method, ONE image is made successful, if I call it
a second time, the image gets all black again. Do I have to clear or
reset something in between?
void GameViewOSG::renderToTexture(ref_ptr<Node> node,
ref_ptr<Texture2D> texture, Camera::BufferComponent buffer)
{
// just for testing
ref_ptr<Image> image = new Image;
image->allocateImage(osgViewer->width(), osgViewer->height(), 1,
GL_RGBA, GL_UNSIGNED_BYTE); // TODO: maybe GL_UNSIGNED_BYTE
// sets the viewport of the texture camera
texCamera->setViewport(0, 0, osgViewer->width(),
osgViewer->height());
// attaches the texture to the texture camera
// buffer component, texture, level, face, mip map generation,
samples, color samples
//texCamera->attach(buffer, texture.get(), 0, 0, false, 4, 0);
texCamera->attach(buffer, image, 4, 0); // just for testing
// adds the node to the texture camera (this node will be rendered
to the texture)
texCamera->addChild(node);
if (!root->containsNode(texCamera))
// adds the texture camera to the root node
root->addChild(texCamera);
osgViewer->frame();
// just for testing
osgDB::writeImageFile(*image, "/Users/dst/Downloads/test.bmp");
}
Dominic
Am 05.01.10 07:23, schrieb J.P. Delport:
Hi,
have you tried writing the image in the camera callback? Maybe have a
look at osgprerender and osgscreencapture.
jp
Dominic Stalder wrote:
Sorry for hesitating, but the time of our project is running ;-)
Someone any idea what I did wrong with the texture / image camera?
Or is there a problem with the addChild hirarchy?
Thanks a lot
Am 03.01.10 12:05, schrieb Dominic Stalder:
Hi Ulrich
thanks a lot, big mistake ;-)
Now the color is not black any more, but it only takes the gl clear
color of the the camera. Do I have to set some view matrices?
Dominic
Am 03.01.10 11:50, schrieb Ulrich Hertlein:
Hi Dominic,
a happy new year to you too.
On 2/01/10 10:00 PM, Dominic Stalder wrote:
Image* image = new Image;
image->allocateImage(osgViewer->width(),
osgViewer->height(), 1,
GL_RGBA, GL_UNSIGNED_BYTE);
// creates a new camera that will render into the image and
sets the
rendering settings
ref_ptr<Camera> imgCamera = new Camera;
...
imgCamera->addChild(rootLighting.get());
root->addChild(imgCamera.get());
osgDB::writeImageFile(*image, "/Users/xyz/tmp/test.bmp");
It allocates the image with the right size (1400 x 736) and
writes it to
disk. But the image is all black.
Did you omit some code between 'root->addChild()' and
'writeImageFile'? There should be a
call to render the frame (like 'osgViewer->frame()') otherwise the
Image will remain black.
Does anybody see an error or what could be the problem? I also tried
with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is
there a problem with the hirachy:
GL_U_B is fine, this will probably also give you better performance.
Cheers,
/ulrich
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