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>
> 
> 
> 
> ________________________________
> 
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