Greetings, everyone.

Is there any way to get OSG into a state where it renders everything to an 
offscreen FBO? In addition to this, I would need to suppress any sort of window 
creation or rendering to a back buffer.

That's my basic question, but here's a little background just in case. What I 
am basically trying to do is create an OSG-based C++ library that will:

a) Create a render context without launching a window.
b) Draw a scene graph to an off-screen buffer.
c) Read the pixel data back into system memory.
d) Marshal that data into WPF code.
e) Paint a WPF control with this image.

I know that this is bound to be slow, but frame rate is not important for this 
application. I already have d & e working, using a set of dummy pixel data 
defined in the C++ library. I just need to figure out how to get OSG to render 
to an off-screen buffer without launching a window, and then how to get it to 
do some sort of glReadPixels-type thing in order to get the result into system 
memory.

So far, I've just been using osgViewer::Viewer for everything, but I'm guessing 
that option is out and that I'll have to do something more manual.

Thanks!
Frank

P.S. I am aware that there are other ways of getting OSG to draw to a WPF 
control. For instance, I tried using a WinFormsHost in order to stick a 
WinForms panel into my application. This gives me an HWND that I can pass to 
OSG so that it will draw directly to the control. I have tried this approach, 
however in doing so, I have run into some so-called "airspace" issues that are 
tricky to solve. I have tried a couple of the approaches that I found on the 
web for working around this, and none of them are optimal. So, I am giving this 
method a try, wherein I draw to an off-screen FBO and then read the pixel data 
back, and pass it to WPF.

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42347#42347





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