If you are creating/modifying the textures in shaders, then you must be rendering to texture using an FBO. Are you doing this with an osg::Camera? If so, then you already have an osg::Texture attached to your osg::Camera, right?
You said you need them in an osg::Texture. Why? Are you actually saying that you need a copy of the texture image data in host memory? If you attach an osg::Image as the color attachment for your osg::Camera, it will automatically do a glReadPixels to read the rendered image data into the osg::Image's host memory buffer. If you're not using any OSG constructs to create / modify the OpenGL texture object, then just use OpenGL calls to read the texel data from GPU back to host, and create an osg::Image / osg::Texture object with that texel data.. On Thu, Aug 7, 2014 at 8:36 AM, Conan <d...@celticblues.com> wrote: > Hi, > > I need to pull the texture(s) off an object after each rendered frame and > put them in an osg::Texture*... (Not sure I said that all correctly, > but...) these textures are not loaded with the original geometry, are not > in files, etc. They are generated at startup and attached and modified > through shaders each frame. > > I assume I need to use a post draw camera callback, but I am not sure how > to get the textures since they don't have a filename associated with them > in the stateset. > > Any suggestions? > > CD > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- -Paul
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