Thanks for the reply. What I ended up doing was to have a separate FBO (obtained trough native OGL calls) in the PostDrawCallback. Then I bind the texture (same one used in the FBO that performs the render) to this FBO in the callback and was then able to do a glReadBuffer/glReadPixels on the GL_COLOR_ATTACHMENTi buffers successfully via a PBO (although I'm not sure the PBO is really helping in this case).
So, this seems to confirm that the FBO I had the texture attached to for the render is indeed released before the callback. It would save a lot of hassle if the one of the DrawCallbacks could be invoked while the render targets for the camera were still intact. But I assume there's some reason for the current behaviour. Anyone venture a guess? Thanks, Trystan ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47810#47810 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

