Ah, yes. This works fabulously, thanks!
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Hi,
On 02/09/2011 01:19, Frank Sullivan wrote:
Thanks guys, that is very helpful.
I am having a bit of trouble with this, and I was wondering if you might be
able to help. For some reason, my call to glReadPixels seems to be a no-op.
That is, none of the memory that my data* points to is actu
Thanks guys, that is very helpful.
I am having a bit of trouble with this, and I was wondering if you might be
able to help. For some reason, my call to glReadPixels seems to be a no-op.
That is, none of the memory that my data* points to is actually being
overwritten by my call to glReadPixel
HI Frank,
This is what you using a PixelBuffer for :-) See the osgscreencapture
for an example, in particular the --pbuffer-only path.
Robert
On Wed, Aug 31, 2011 at 10:34 PM, Frank Sullivan
wrote:
> Greetings, everyone.
>
> Is there any way to get OSG into a state where it renders everything
Hi Frank,
So, I'm sure it's probably not possible to create a render context without
having a window of some kind. My guess is that (in Windows, at least), creating
a render context requires a Win32 device context, and that getting a device
context requires an HWND. So, I suppose my only opti
Oh, one more thing.
So, I'm sure it's probably not possible to create a render context without
having a window of some kind. My guess is that (in Windows, at least), creating
a render context requires a Win32 device context, and that getting a device
context requires an HWND. So, I suppose my o
Greetings, everyone.
Is there any way to get OSG into a state where it renders everything to an
offscreen FBO? In addition to this, I would need to suppress any sort of window
creation or rendering to a back buffer.
That's my basic question, but here's a little background just in case. What I
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