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. ________________________________________________________________________ This e-mail has been scanned for all viruses by Star.The service is powered by MessageLabs. ________________________________________________________________________ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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