Amir, You will want to create a callback for your camera that handles saving the image to a file. I suggest you take a look at the osgprerender example. Although it doesn't save the rendered image to a file, it does perform some processing on the image before it is re-rendered. It should have everything you need.
Cheers, Brad --- RSC BDC > -----Original Message----- > From: Amir Meteraso [mailto:[EMAIL PROTECTED] > Sent: Thursday, September 28, 2006 12:04 PM > To: Brad Colbert > Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED] > Subject: RE: OpenSceneGraph - Render to Image still clamping > > Hello Brad. > > Thanks for your quick respond!. > I also want to be able to read the texture data to a file/other > buffer for processing. Where and when do I set it up. > Could you sent me a full source code that works for you. > I basically like to render a world to a float buffer and read back > the float value to a file (using FBO and render to texture seem > to be the way but i didn't manage to get it to work with OpenSceneGraph). > if you have any OSG code that does this it would be great if you can > sent it to me > > Thanks again for you help > Amir > > Brad Colbert <[EMAIL PROTECTED]> wrote: > > Amir, > > Not a problem, I'll summarize below but you will have to change the > following to better fit your application. > > // First allocate the destination image > osg::Image* capImage = new osg::Image; > > // This defines the format of the destination image and the > // format of the FBO texture. > capImage->allocateImage(width, height, 1, GL_RGBA, GL_FLOAT); > capImage->setInternalTextureFormat(GL_RGBA16F_ARB); > > // Now lets allocate and set up our camera that will render the > // scene to be captured. > osg:ref_ptr camera = new osg::CameraNode; > > // Set up the camera to render to a Frame Buffer Object (FBO). > // This is the part that removes the OpenGL fixed functionality > // clamping. NOTE: I've noticed something that appears to be > // a bug in which I only receive 1/4 of the image. I haven't > // looked into this further, however. > camera- > >setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJE > CT); > > // Set the image as your final destination > camera->attach(osg::CameraNode::COLOR_BUFFER, capImage); > > // Set up the camera view information that is appropriate for > // your application. > ... > > I hope that helps. > > Cheers, > Brad > > --- > RSC > BDC > > > -----Original Message----- > > From: Amir Meteraso [mailto:[EMAIL PROTECTED] > > Sent: Thursday, September 28, 2006 10:47 AM > > To: Brad Colbert > > Cc: Amir Meteraso; [EMAIL PROTECTED] > > Subject: OpenSceneGraph - Render to Image still clamping > > > > Hello Brad, > > > > Sorry for pumping on you like this but I hope you can help me > > with an OpenSceneGraph problem I'm having -:). > > I saw your post last month about trying to read data > > from texture using FBO & OpenSceneGraph with data > > been clam. I think i'm having the same problem where > > I try to set up FBO with render to float texture and read > > back the float results. I can't seem to find where should > > i place the code to read the float data from the texture. > > Do you have some code example that works for you > > that does this. > > Any help or pointer to relevant code will be great > > Thanks > > Amir > > > > > > > > > > > > ________________________________ > > > > Want to be your own boss? Learn how on Yahoo! Small Business. > > > x> > > > > ________________________________ > > Want to be your own boss? Learn how on Yahoo! Small Business. > <http://us.rd.yahoo.com/evt=41244/*http://smallbusiness.yahoo.com/r-inde x> _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
