I think there was some code in this post:
http://forum.openscenegraph.org/viewtopic.php?t=17504
It was failing to resize dynamically, but it doesn't sound like that would
be an issue for you.
On Wed, May 22, 2019 at 10:15 AM Catalin Flower wrote:
> Hi Chris,
>
> I would be happy to use FBO,
Hi Chris,
I would be happy to use FBO, but I have no idea how to!
Please give me an example.
Thank you!
Cheers,
Catalin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76129#76129
___
osg-users
Additional note: At this time, I think it's recommended to use FBOs (Frame
Buffer Objects) instead of PBuffers.
On Tue, May 21, 2019 at 3:06 PM Catalin Flower wrote:
> Hi,
>
> For future reference...
>
> OSG (windows at least) supports off screen rendering without any window
> flashing on the
Hi,
For future reference...
OSG (windows at least) supports off screen rendering without any window
flashing on the screen by using pbuffer.
When you create the Traits object, set traits->pbuffer = true;
See example osgscreencapture, see pbuffer-only parameter.
Start the example with
Hi,
osg::Camera::RenderTargetImplementation renderImplementation =
osg::Camera::FRAME_BUFFER_OBJECT;
...
camera->setRenderTargetImplementation( renderImplementation );
By default it is using FBO, osgposter.cpp line 259 & 315
This example is created with windows in mind I guess, I want a pure
Hi Catalin,
I don't have build env at the moment but looking into the code, can you try
this:
osgposter.cpp, Ln: 377
just add:
viewer_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
this shouldn't open any window
On Wed, Apr 24, 2019 at 11:12 AM Catalin Flower wrote:
Hi,
pbuffer seems to be the old way of doing offscreen rendering.
Pbuffers and Frame buffer objects (FBO) are two methods for rendering to an
offscreen buffer
The major difference between a Pbuffer and an FBO is that each Pbuffer needs
its seperate OpenGL context, as opposed to FBOs where you
Hi Alberto,
This example is half baked as I see it:
if you run it:
osgposter.exe cow.osg --inactive --use-pbuffer
--inactive - suppose to be without windows but it creates a window anyway
--use-pbuffer still creates a window
This is the code path that I tried to import in my app but no image
"Catalin Flower" writes:
> 2) It creates windows, I don't want to see windows flashing on the screen
> while the capture happens
If I recall correctly, this is what the pbuffer option does, setting
renderImplementation = osg::Camera::PIXEL_BUFFER;
You can try the others to see the effect,
Hi,
The example is quite complex, it works if I run it.
I have two issues:
1) I am trying to copy the code to my app, I cannot get the any image output
for some reason
2) It creates windows, I don't want to see windows flashing on the screen while
the capture happens
I don't understand what
https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgposter/osgposter.cpp
On Tue, Apr 16, 2019 at 12:22 PM Catalin Flower wrote:
> Hi,
>
> What is the canonical way to capture an image of a view to memory with
> different resolutions?
>
> Thank you!
>
> --
>
"Catalin Flower" writes:
> Hi,
>
> What is the canonical way to capture an image of a view to memory with
> different resolutions?
Hi, I think that examples/osgposter/osgposter.cpp might be what you are
looking for.
--
Alberto
___
osg-users mailing
Hi,
What is the canonical way to capture an image of a view to memory with
different resolutions?
Thank you!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75830#75830
___
osg-users mailing list
13 matches
Mail list logo