Hi,
I have a texture which is updated/changed multiple times with the
help of shaders (by rendering to texture).
Now I like to store the different stages of the texture - before and
after applying the different shaders.
I search something like:
osg::Texture2D texture = ...
...
osg::Texture2D texCopy1 = texture.clone();
//or
osg::Texture2D texCopy1=
dynamic_cast<osg::Texture2D*>(texture->clone(osg::CopyOp::DEEP_COPY_ALL
));
I tried to use the "clone()" method like in the second example of my
code snipplet, but unfortunately I do not get an satisfying result.
(I know, one possibility might be to store the output of each shader
directly in different texture-objects, but this is not what I prefere
to do.)
Has anyone some hints for how to handle it?
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