Hi Antoine,

set a postDrawCallback to the pass/camera that writes to the texture.


In the callback:

virtual void operator () (osg::RenderInfo& render_info) const
    {
    osg::State* state=render_info.getState();
    state->apply(render_info.getCurrentCamera()->getStateSet());
    state->applyTextureAttribute(0, mTexture);
    mTexture->apply(*state);

mImage->readImageFromCurrentTexture(render_info.getContextID(),true, GL_FLOAT ); //change the GL_FLOAT to your needs
    }

the mTexture is passed to the callback using the original texture attached to the MRT.



Cheers
Sebastian

Am 28/02/2018 um 19:05 schrieb Antoine Rennuit:
Hi all,

I need to read the frame buffer back into the main memory. I know this will 
kill performance but I only need to do it once.

Is there a way to do that? I could not find clear answers on the internet.

Thanks,

Antoine.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72990#72990





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