Hum, it seems my case is a bit more complex than expected. The camera I want to
read the buffer from is a custom created camera:
// Curvatures camera.
m_curvaturesCamera = new osg::Camera();
m_curvaturesCamera->setClearMask(GL_DEPTH_BUFFER_BIT); // The camera only
clears the depth buffer before rendering (not the color buffer).
I have had a look at osg::Image, but it does not seem very clear which function
to use and above all, how I shall indicate to the osg::image which camera it
needs to read from.
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