Hi Robert,

Sorry, my description of the problem sucked! I'll try again.

The FBO post draw callback is definitely being called. Nothing is being
displayed on the screen (as everything is being rendered to texture).

I call glReadPixels in the post draw callback but there is just zeros in
the image data being captured (i.e. The black screen).

Do I not need to make a call prior to glReadPixels to tell OpenGL which
buffer to read from (i.e. to read from the frame buffer object)?

> If you arn't using the latest in CVS, then try this.
Very reluctant to upgrade from 1.1 at the moment, unless I find a show
stopping bug. Of course this might be just that bug! :-)

Should this work in version 1.1?

Regards,
Andy.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 23 November 2006 13:40
To: osg users
Subject: Re: [osg-users] (no subject)

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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