Hi Shahar,
I guess your scene is being rendered to an FBO already.
So simply create a camera taking the resulting FBO as input, a new
texture as output an attach a simple glsl program to copy.
Also I guess osgPPU has some "copy" processor, but I'm not sure.
cheers
Sebastian
Hi,
I've got an OSG application with a single viewer and camera. The camera is set
to render to FBO -
Code:
camera->attach(osg::Camera::COLOR_BUFFER0, m_texture2D);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
Rendering consists of the following main steps:
1) Render scene
2) Post-processing using osgPPU
3) In final draw callback, copy the rendered image to the application using
two alternating PBOs
Now I'd like to add one more step -
1.5) Copy the rendered image to application before post-processing
The copied image will only be used in the application (e.g. to save it), and
will not be displayed nor copied back to the graphics card (like the
osgprerender example). In addition, I don't mind getting it with a delay of a
few frames.
How would you recommend implementing this step efficiently, while maintaining
the current performance level of the application (runs at 60Hz).
I guess I could use two separate cameras to render the scene (one without
osgPPU), but I wonder if there is a better way.
Thanks,
Shahar
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=55940#55940
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