Hello, (1)to J.P.
the related source code is as following: // camera and image setup osg::Camera::RenderTargetImplementation renderTargetImplementation; renderTargetImplementation = osg::CameraNode::FRAME_BUFFER; osg::Program * program = new osg::Program(); program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, fragmentShaderPath)); program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, vertexShaderPath)); osg::Image * image = new osg::Image(); image->allocateImage((int)XRes, (int)YRes, 1, GL_RGBA, GL_FLOAT); osg::ref_ptr<osg::CameraNode> camera(new osg::CameraNode()); camera->setClearColor(osg::Vec4(1000.0f, 1000.0f, 1000.0f, 1000.0f)); camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::CameraNode::PRE_RENDER); camera->setRenderTargetImplementation(renderTargetImplementation); camera->attach(osg::CameraNode::COLOR_BUFFER, image); camera->getOrCreateStateSet()->setAttribute(program, osg::StateAttribute::ON); // access data (only for instance) osg::Vec4f * fragments = (osg::Vec4f *)(image->data()); osg::Vec4f color= distances[10]; float color_a= distances[3]; As can be seen from the source code, I attach an image to the camera, and access data from the image, I am rendering to an FBO. So would you please give me some advice further? Thank you very much! *(2) to Paul* Refer to (1) of this message, does osg::CameraNode::COLOR_BUFFER imply a RGB or RGBA buffer ? or it doesn't even matter? Thank you very much ! Shuiying
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