Hi Andy,

A camera post drawable should work.  I'd recommend putting debugging
info into your callback to make sure its being called.  In the past I
did some bug fixes on the camera callbacks, but I can't recall when.
If you arn't using the latest in CVS, then try this.

Robert.

On 11/23/06, Andy Preece <[EMAIL PROTECTED]> wrote:


Hi All,

Following the osgprerender example I have configured a CameraNode to render
to a frame buffer object. That seems to work fine for me and I can use a
rectangle to display the captured texture fine.



Now what I would like to do is to read back a small part of the frame buffer
object texture into CPU memory. The osgprerender example shows an
implementation where the whole viewport is captured but I can not see a
mechanism for specifying a smaller area of the viewport to capture.



Does anyone know of a way I can achieve this?



I have tried putting a glReadPixels in the CameraNode post draw callback but
this does not work. Do I have to set the glReadBuffer or re-apply the frame
buffer object?



Regards,

Andy.
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