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From: James W. W. <os...@jw...> - 2005-11-06 21:22:23
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On Nov 6, 2005, at 12:16 PM, Keith Wiley wrote: > Why will glReadPixels be difficult to use if Quesa is just QD3D > which is just OpenGL anyway? Well, first of all I have to quibble with "Quesa is just QD3D which is just OpenGL". If you use the RayShade renderer in Quesa, then it is not using OpenGL. But the built-in renderers do use OpenGL. In order to make sure that the OpenGL context is set correctly, you need to do the glReadPixels in a rendering loop. You could choose to do the glReadPixels at the end of a normal rendering loop, in which case maybe the only trick is to call glFlush before glReadPixels. When I've used glReadPixels, I wanted to just capture what had last been rendered, rather than rendering again. To do that, I had to take steps to keep the image from being cleared at the start of the fake rendering loop, and to keep the buffer from being swapped at the end. > Are you saying the Quesa reimplementation of the equivalent of > glReadPixels hasn't been done yet? I'm not sure what you mean by that. The QD3D API never had an equivalent of glReadPixels. |