Sure. What you're looking for is called Render To Texture, and there are a
variety of OSG Render To Texture examples around that do a variety of
things with that rendered texture, like save it to disk, etc.

On Mon, Nov 9, 2020 at 8:44 AM Luigi Castelli <[email protected]>
wrote:

> We are in need of wrapping the OSG library inside a vector graphic
> environment.
> The vector graphic environment doesn't offer any OpenGL functionality in
> and of itself, however there is a function in its SDK to create and display
> a bitmap image given an array of bytes.
>
> /** Create an image surface from given pixel data.
> Data should point to start of top line of bitmap, stride tells how to get
> to next line.
> For upside down windows bitmaps, data = (pBits-(height-1)*stride) and
> stride is a negative number.
> @ingroup jsurface
> @param data The data.  For example, an RGBA image loaded in memory.
> @param format The format of the data.
> @param width The width of the new surface.
> @param height The height of the new surface.
> @param stride The number of bytes between the start of rows in the data
> buffer.
> @param freefun If not NULL, freefun will be called when the surface is
> destroyed
> @param freearg This will be passed to freefun if/when freefun is called.
> @return A pointer to the new surface.
> */
> t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data,
> t_jgraphics_format format, int width, int height, int stride, method
> freefun, void *freearg);
>
> The question is whether it is possible to extract the graphical output of
> the OSG Viewer as raw RGBA bytes. Then we could use the above function to
> basically create a pixel dump of the OSG viewer output and have the 2D
> vector graphic environment display it.
>
> Thanks for any help
> Regards
>
> - Luigi
>
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