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
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org