Hi everyone, I'm currently trying to generate some 3D images in an OSG based app.
I've read the previous discussions on the OSG forums concerning the 3D texture rendering, but this doesn't help in my situation. What I really need is *3D image* rendering not *3D texture* rendering. More explanations: * One can attach an osg::Image or an osg::Texture to the color buffer of a given camera. But one can only specify the "face" argument for textures: *void attach <a00098.html#a496ed6d69392c1fdb8548085900a1a87> ( BufferComponent <a00098.html#af4d8ae808500a2f5bc9fe7b605386e74> buffer, osg::Texture <a00946.html> *texture, unsigned int level=0, unsigned int face=0, bool mipMapGeneration=false, unsigned int multisampleSamples=0, unsigned int multisampleColorSamples=0) void attach <a00098.html#a4124951a5032de595c5d28d0cc5e87a3> (BufferComponent<a00098.html#af4d8ae808500a2f5bc9fe7b605386e74>buffer, osg::Image <a00389.html> *image, unsigned int multisampleSamples=0, unsigned int multisampleColorSamples=0) ** So, - if I attach a 3D image directly to the camera, the depth of the image is not taken into account, and all the image "slices" will contain the same result. - if I attach a Texture3D object, whether I assign it an underlying image doesn't matter: the content of the "texture" cannot be retrieved with the assigned image... Is there something I'm missing here ? Did someone already successfully render to a 3D texture *AND* wrote that texture to a file for instance ?? Or is there a way to retrieve the content of a 3D texture into a 3D image (I guess retrieving the texture data from the graphic card somehow ?) [I'm not very good at pure OpenGL considerations, thus the question :-) ]. Cheers! Thanks for your help guys! Manu.
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