Hi,
I got my new code working by adding
Code:
pCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());
For info it also seems to work without the calls to stop and start threading.
The only strange thing is a white half circle that flashes up on the screen for
one frame whe
Hi,
On 09/02/11 16:07, Roger James wrote:
Hi,
I just remebered that one of the reasons for the original method was
that I wanted to cpature the highest resolution I could get out of
the frame buffer, without resorting to tiling.
that was what I thought initially...
I'm not too familiar with s
Hi,
I just remebered that one of the reasons for the original method was that I
wanted to cpature the highest resolution I could get out of the frame buffer,
without resorting to tiling.
Thank you!
Cheers,
Roger
--
Read this topic online here:
http://forum.openscenegraph.org/v
Hi J P,
Thank you for the quick reply. I will probably try that for the save image
method. I will admit I was being a little cheeky in posting the question. As I
hoped the answer would help me learn more about osgViewer, slave cameras and
threading etc, as I probably do need to use a similar t
Hi,
try this assuming you want to capture the same size as displayed on
screen for an osgViewer::View.
Attach to viewer with e.g.
ScreenShotCallback* sscb = new ScreenShotCallback();
view->getCamera()->setFinalDrawCallback(sscb);
You can get it again to queue a frame with:
ScreenShotCallback
Hi,
I used to have a screen capture function that worked worked well
with our single threaded rendering loop based on osgUtil::SceneView.
It looked like this.
bool CSaveImageOSG::SaveImage(const char *pFilePath)
{
osg::FBOExtensions* fbo_ext = osg::FBOExtensio
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