Hi Edu,
OpenGL calls including glReadPixels are all relative to 0,0 placed at
the lower left of the window, not 0,0 of the whole screen. By control
the window rectangle is relative to the whole screen.
Your glReadPixels should use the same values as the Camera's Viewport.
Robert.
On Nov 19,
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eduardo
Gutiérrez Sanmartín
Sent: Friday, November 16, 2007 1:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Taking screenshots using OSG 2.2
Hello,
While using OSG version
Hi Edurado,
The osgViewer::Viewer can will run multi-threaded by default in you
have enough CPU cores available, and can open up multiple windows in
you have multiple screens, both these issues mean that the thread that
runs the main frame loop will not always have a valid graphics context
Hello,
While using OSG version 1.20, I was taking screenshots with the following
code:
while( !viewer.done() )
{
viewer.frame();
// Here I get x, y, width and height.
osg::Image *image = new osg::Image;
image-readPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE);
Thanks Richard, but I put
viewer.setThreadingModel( osgViewer::ViewerBase::SingleThreaded );
and the capture is black again.
I'm using Windows XP in a Pentium IV with a GeForce 6600.
Another idea?
Edu
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