Thanks for the advice,
After implementing it, I encountered 3 problems:
1. There are minor differences of the data values between the two
implementations (reading from the current texture, and attaching image)
maybe images doesn't support half float precision?
2. The image was rescaled to power of 2. (300x300 ---> 256x256) while
textures sizes don't have to be power of two. (is there a way to define
image that won't be a power of 2 and attach it to the FBO?)
3. It run slower than binding the texture object and reading from current
texture.

if there are other ideas, I'll be glad to hear.
thanks,
 Guy.
----- Original Message -----
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Tuesday, June 26, 2007 11:34 AM
Subject: Re: [osg-users] Reading from texture


> Why not just attach osg::Image to the  FBO Camera in question and let
> the OSG automatically copy the image from the FBO after its written
> to.
>
> On 6/26/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > Hello all,
> > I've asked this before but didn't got replies so I bring the issue up
again.
> > I'm having in my application more than one FBO and after the frame was
> > rendered
> > I want selectively read one of them.
> > I plan to use Image::readFromCurrentTexture to read the data from the
> > texture attached to the FBO.
> > The question is, if there are two textures attached to two different
FBOs,
> > how do I know which one is bound in the context? how do I read it, or
the
> > other image? or both?
> > I want to prevent expilcitly calling to bind since it appears to be time
> > consuming, and people here say it's unnecessary.
> >
> > any information on the subject would be helpfull,
> > thanks,
> >  Guy.
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
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>


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