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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