Re: [osg-users] Most efficient way to get a single pixel RGBA from an FBO texture

2013-01-24 Thread Ethan Fahy
Thanks for the replies. In the interest of time I ended up implementing the same method used in osgprerender which is working for me without a large performance hit. I may revisit the question of efficiency later in this project when I may or may not need to tighten up performance. Thanks aga

Re: [osg-users] Most efficient way to get a single pixel RGBA from an FBO texture

2013-01-23 Thread Laurens Voerman
Hi Ethan, Maybe you could just keep it all on the gpu, and create the text for the hud in a shader like "drawtext GLSL shader" http://mew.cx/drawtext/drawtext.html Laurens. On 1/23/2013 3:24 PM, Ethan Fahy wrote: I should note that my needs are very similar to the ones described in this post

Re: [osg-users] Most efficient way to get a single pixel RGBA from an FBO texture

2013-01-23 Thread Ethan Fahy
I should note that my needs are very similar to the ones described in this post: http://forum.openscenegraph.org/viewtopic.php?t=5941&highlight=glreadpixels I adapted the sample code given at the end of that thread and found that while I was able to retrieve the correct pixel values, I also was

[osg-users] Most efficient way to get a single pixel RGBA from an FBO texture

2013-01-22 Thread Ethan Fahy
Hello, I have an rtt camera that renders float32 values to an FBO. I use osgCompute to process this FBO and output to the screen without copying anything back to CPU memory. I would like to add a HUD that shows the float32 value at the center of the FBO texture (if there are an odd number of