Hi, Aaron

If you set singlethreaded mode and stop threading on viewer you can skip 
Sleep() step.
Used same thing couple of times :)

Cheers, Sergey.

27.06.2011, 20:11, "aaron wetzler" <aaronwetz...@gmail.com>:
> SOLUTION
>
> For anyone who struggled with this here is my solution.
> I really have no idea how "correct" it is but it works for me
>
> Code:
>   //Setup of the viewer and scenedata here
>
>    osg::ref_ptr<osg::Camera>  osgCam = viewer.getCamera();
>
>    osg::ref_ptr<osg::Image>   colorImage= new osg::Image;
>    osg::ref_ptr<osg::Image>   zImage = new osg::Image;
>
>    colorImage->allocateImage(1024, 768, 1, GL_RGBA, GL_UNSIGNED_BYTE);
>    zImage->allocateImage(1024, 768, 1, GL_DEPTH_COMPONENT , GL_UNSIGNED_BYTE);
>
>    osgCam->attach(osg::Camera::COLOR_BUFFER, colorImage.get());
>    osgCam->attach(osg::Camera::DEPTH_BUFFER, zImage.get()); /* */
>
>    viewer.frame();
>
>    Sleep(100);
>    osgDB::writeImageFile(*colorImage.get(),"color.bmp");
>    osgDB::writeImageFile(*zImage.get(),"depth.bmp");
>
> Cheers,
> aaron
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40935#40935
>
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