Hi Danny,
you have to attach the image first and then draw the frame:
> osg::ref_ptr<osg::Image> shot = new osg::Image();
> shot->allocateImage(640, 480, 24, GL_RGB, GL_UNSIGNED_BYTE);
> osg::ref_ptr<osg::Camera> camera = _viewer->getCamera();
> camera->attach(osg::Camera::COLOR_BUFFER, shot.get());
> _viewer->frame();
> osgDB::writeImageFile(*shot, "test.png" );
> camera->attach(osg::Camera::COLOR_BUFFER, NULL);
The image is copied from the frame buffer at the end of the frame() call.
regards Ralph
Am 22.01.2010 13:30, schrieb Danny Lesnik:
> Hi,
>
> This is activeX control and inside the contol I have a method which prints
> screenshot.
>
> This is how I do initiate control AND all OSG instances:
>
>
> Code:
>
> int ViewerCtrl::OnCreate(LPCREATESTRUCT lpCreateStruct)
> {
> if (COleControl::OnCreate(lpCreateStruct) == -1)
> return -1;
>
> RECT rect;
> GetWindowRect(&rect);
>
> WCHAR str[255];
> swprintf(str, L"(%d,%d) - (%d,%d)",
> rect.left,rect.top,rect.right,rect.bottom);
>
> // Set window traits and gc
> _traits = new osg::GraphicsContext::Traits;
> osg::ref_ptr<osg::Referenced> windata = new
> osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
> _traits->x = 0;
> _traits->y = 0;
> _traits->width = rect.right - rect.left;
> _traits->height = rect.bottom - rect.top;
> _traits->windowDecoration = false;
> _traits->doubleBuffer = true;
> _traits->sharedContext = 0;
> _traits->setInheritedWindowPixelFormat = true;
> _traits->inheritedWindowData = windata;
> _gc = osg::GraphicsContext::createGraphicsContext( _traits.get() );
> _gc->setClearColor( osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f) );
> _gc->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
>
> // Create camera
> osg::ref_ptr<osg::Camera> camera = new osg::Camera;
> camera->setGraphicsContext(_gc);
> camera->setViewport( new osg::Viewport(_traits->x, _traits->y,
> _traits->width, _traits->height) );
> camera->setProjectionMatrixAsPerspective( 30.0f,
> (double)_traits->width/(double)_traits->height, 1.0f, 10000.0f );
> camera->setClearMask( GL_DEPTH_BUFFER_BIT );
>
> // Create viewer
> _viewer = new osgViewer::Viewer;
> _viewer->setThreadingModel( osgViewer::Viewer::SingleThreaded );
> _viewer->setCamera( camera.get() );
> _viewer->setCameraManipulator( new osgGA::TrackballManipulator );
>
> // Set root node of the scene
> _root = new osg::Group;
> _viewer->setSceneData( _root.get() );
> _viewer->realize();
>
> WS_CHILD|WS_VISIBLE|BS_PUSHBUTTON, CRect(01, 1, 50, 50), this, 1000);
>
> // Create a thread for the simulation loop
> _beginthread(&RenderThread, 0, _viewer);
> return 0;
> }
>
>
>
>
> and this is how do I take screenshot:
>
>
> Code:
>
> VARIANT_BOOL ViewerCtrl::SaveScreenshot(LPCTSTR name)
> {
> AFX_MANAGE_STATE(AfxGetStaticModuleState());
>
> CW2A tmpStr(name);
> osg::ref_ptr<osg::Image> shot = new osg::Image();
> shot->allocateImage(640, 480, 24, GL_RGB, GL_UNSIGNED_BYTE);
> osg::ref_ptr<osg::Camera> camera = _viewer->getCamera();
> _viewer->frame();
> camera->attach(osg::Camera::COLOR_BUFFER, shot.get());
> osgDB::writeImageFile(*shot, "test.png" );
>
> //osgViewer::ScreenCaptureHandler* scrn = new
> osgViewer::ScreenCaptureHandler();
> //osgViewer::ScreenCaptureHandler::WriteToFile* captureOper = new
> osgViewer::ScreenCaptureHandler::WriteToFile(tmpStr.m_szBuffer, "png");
> //scrn->setCaptureOperation(capt()ureOper);
> //scrn->captureNextFrame(*_viewer);
> //_viewer->frame();
> return VARIANT_TRUE;
> }
>
>
>
>
> so any clue or suggestion is welcomed.
> Thank you!
>
> Cheers,
> Danny
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23053#23053
>
>
>
>
>
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