问题
I'm rendering into an OpenGL offscreen framebuffer object and like to save it as an image. Note that the FBO is larger than the display size. I can render into the offscreen buffer and use it as texture, which works. I can "scroll" this larger texture through the display using an offset, which makes me confident, that I render into a larger context than the window.
If I save the offscreen buffer to an image file it always gets cropped. The code fragment for saving is:
void ofFBOTexture::saveImage(string fileName) {
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// get the raw buffer from ofImage
unsigned char* pixels = imageSaver.getPixels();
glReadPixels(0, 0, 1024, 1024, GL_RGB, GL_UNSIGNED_BYTE, pixels);
imageSaver.saveImage(fileName);
}
Please note, that the image content is cropped, the visible part is saved correctly (which means no error in pixel formats, GL_RGB issues etc.), but the remaining space is filled with one color.
So, my question is - what am I doing wrong?
回答1:
Finally I solved the issue.
I have to activate the fbo for saving its contents:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
// save code
...
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
while only selecting the fbo for glReadPixels
via
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
doesn't suffice.
(All other things where correct and tested, eg. viewport sizes, width and height of buffer, image texture etc.)
回答2:
Two questions to start: How are you creating imageSaver and are you sure your width and height are correct (e.g. are you trying to save a 1024 x 1024 image? What size are you getting)?
回答3:
You're not doing anything wrong, this has been quite common behaviour with OpenGL graphics drivers for a long time - I recall running up against exactly the same issue on nVidia Geforce 3 cards at least a decade ago, and I adopted a similar solution - rendering to an offscreen texture.
回答4:
This sounds like you have the wrong viewport size or something similar.
来源:https://stackoverflow.com/questions/682517/problem-saving-opengl-fbo-larger-than-window