On Thu, Jan 29, 2009 at 3:58 AM, vcamatya (via Nabble) <[email protected]> wrote: > Hi Stefan, > > I again need to understand what buffers are used after > channel::frameassemble is called (which composites the frames at N > nodes/pipes). Where can I read the buffer? channel::frameDraw and > channel::frameAssemble are the places you suggested, but could you elaborate > what buffer (type) to look at? Can it be cast to GLUbyte type?
Have a look at the compositor.cpp implementation. It does read the format, type and data pointer of the images in various places. The latest Programming Guide has a flow-chart on the compositor operations. By default, the images use GL_BGRA/GL_UNSIGNED_BYTE for COLOR buffers, and GL_DEPTH_COMPONENT/GL_FLOAT for DEPTH buffers. The Image::writeImage and readImage might also be a good start to see how image data can be accessed. Furthermore, the image and compositor test use them as well. Cheers, Stefan. -- View this message in context: http://n2.nabble.com/buffers-%28types-and-location%29-used-by-framedraw--frameassemble-tp2236600p2237639.html Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.
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