Hi John,
I haven't done what you want before but the way I'd tackle it would be
to use a Camera post draw callback to call
state.applyAttribute(texture); then
image-readImageFromCurrentTexture(..).
Robert.
On 5 June 2012 22:08, John Kaniarz john.kani...@us.army.mil wrote:
My program has 4
Thanks, I'll try that. Do I need to unapply the texture state when I'm done?
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On 6 June 2012 15:20, John Kaniarz john.kani...@us.army.mil wrote:
Thanks, I'll try that. Do I need to unapply the texture state when I'm done?
In theory osg::State should unapply it next time it does an
State::apply() of the current state.
Robert.
It captured a texture, but not the texture I was looking for.
Code:
osg::State * state=renderInfo.getState();
state-applyAttribute(texture);
osg::Image *image=new Image();
image-readImageFromCurrentTexture(renderInfo.getContextID(),false,GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*image,snap.png);
On 6 June 2012 15:57, John Kaniarz john.kani...@us.army.mil wrote:
It captured a texture, but not the texture I was looking for.
Code:
osg::State * state=renderInfo.getState();
state-applyAttribute(texture);
osg::Image *image=new Image();
I got it working. The issue is that readImageFromCurrentTexture() doesn't
support TextureRectangle. I modified my program to use a Texture2D instead and
it works now.
Adding TextureRectangle support to Image doesn't look like it would be too hard
except that GL_TEXTURE_BINDING_RECTANGLE isn't
My program has 4 render to texture cameras that get composited into the frame
buffer via custom shader. I want to make a screen capture of one of the
texture as a response to an event.
Attaching an Image to the camera works, but it copies the data to system memory
after every frame. Not just
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