Comments (6)
it appears from this code that "defaultFramebufferObject()" is an fbo rather than a texture.
There may be a texture attached to the fbo, but this will not work with the SendTexture function. I have not considered a function to take an fbo input but will think about it.
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I am not familiar with QT, but it seems to me that you might need to create a texture and then load it from the framebuffer.
glBindTexture(GL_TEXTURE_2D, myTexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
glBindTexture(GL_TEXTURE_2D, 0);
Then use that texture in SendTexture.
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this is my mistake, I'm not familiar with OpenGL and I was thinking I can pass an FBO as a regular texture.
I'll try what you suggest asap.
Thanks
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There is example code to create a texture in the Openframeworks sender example -
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thanks again ! this works too !
here is the code I use :
glBindTexture(GL_TEXTURE_2D, m_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_tex_width, m_tex_height);
m_spoutSender.SendTexture(m_texture, GL_TEXTURE_2D, m_tex_width, m_tex_height);
glBindTexture(GL_TEXTURE_2D, 0);
where m_texture
is a GLuint created with the init function from Openframeworks example
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That's good. This is resolved too. I looked at adding support for SendFbo or similar but it's probably not worth the complication.
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