Hi Nicolas,
Personally I'd just create a osg::Camera an assign a FBO attachments and a
FinalDrawCallback to do a glReadPixels/osg::Image::readPixels() and then
store the osg::Image. You could attach this Camera to the main
GraphicsContext/Window of your application and just use it's NodeMask to
t
Hi Trajce.
Thank you very much for your answer. Unfortunately this isn't what I'm looking
for. The prerender example does pretty much the same thing as the distortion
example : it creates a window with a view and a scene graph and does render to
texture within this graph. I, on the other hand,
Hi Nicolas,
yes it is possible. Have a look at osgprerender example. You have to attach
the texture to the camera. Look for
camera->attach(osg::Camera::COLOR_BUFFER, texture,.
Nick
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Hello everyone.
Looking at the screen capture example I see that I can use pixel buffers to do
offline rendering. But then how can I use the content of the pixel buffer as a
texture ?
I've seen the distortion example as well. It does render to texture too, but
that's not quiet what I want. The
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