Hi Oliver,
On Tue, 2005-08-09 at 01:20 +0200, Oliver Kutter wrote:
> I was just trying, but I wouldn't have thought, that these
> begin/endEdits are so much important. I think I have to go on and fix
> the whole project a little bit... Now it works really fine.
Cool! Yes, those are important. Essentially all the other sets/gets just
change variables, but to fix dependent data and to make everything
consistent the begin/endEdits are needed.
The good news is that with OpenSG 2 they are not needed any more. ;) At
least not as often as right now.
> Yes, here is one. I have as diploma thesis a real time particle system
> in an OpenSG project and the computation should be done by shader. But
> for now, it is only computed by normal cpu computation:
> http://wwwcs.uni-paderborn.de/cs/ag-domik/kuddel/screeny.jpg
> As you can see, the 2nd viewport is located over the first one, and
> there you can see one of my datasets. Later it will be located behind
> the first viewport. And how it works, I'm going to find out soon....
> (not today anymore). ;-)
That looks pretty cool. For debugging that view might still be useful in
the future. ;)
> Thanks!
> One last question: What is the fastest way to get a "screenshot" from
> the viewport into an image object? I suppose, TextureGrabForeground is
> the best, isn't it?
If you want to get it into a texture for rendering, yes. If you want to
actually get it into main memory you need to use a GrabForeground, the
TextureGrab one really keeps everything on the GPU and doesn't take it
back.
Yours
Dirk
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