Re: [osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-23 Thread Robert Osfield
Hi Trystan, On 22 May 2012 17:35, Trystan Larey-Williams wrote: > So, this seems to confirm that the FBO I had the texture attached to for the > render is indeed released before the callback. It would save a lot of hassle > if the one of the DrawCallbacks could be invoked while the render targe

Re: [osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-22 Thread Trystan Larey-Williams
Thanks for the reply. What I ended up doing was to have a separate FBO (obtained trough native OGL calls) in the PostDrawCallback. Then I bind the texture (same one used in the FBO that performs the render) to this FBO in the callback and was then able to do a glReadBuffer/glReadPixels on the G

Re: [osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-22 Thread Sergey Polischuk
Hi Trystan You can attach texture instead(it'll work much faster), and when you need data - get it from texture with image->readImageFromCurrentTexture(..). You will need to bind your texture before call. Cheers, Sergey. 21.05.2012, 23:14, "Trystan Larey-Williams" : > Hi all, > > I have a mult

[osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-21 Thread Trystan Larey-Williams
Hi all, I have a multiple render target setup where a texture is attached to an FBO on GL_COLOR_ATTACHMENT2. The other target is simply the frame buffer on GL_COLOR_ATTACHMENT0. Both targets are the same size and format. A fragment shader uses glFragData[0] and glFragData[2] to write to the ta