I'm trying to use OpenGL to help with processing Kinect depth map input into an image. At the moment we're using the Kinect as a basic motion sensor, and the program counts how many people walk by and takes a screen shot each time it detects someone new.
The problem is that I need to get this program to run without access to a display. We're wanting to run it remotely over SSH, and the network traffic from other services is going to be too much for X11 forwarding to be a good idea. Attaching a display to the machine running the program is a possibility, but we're wanting to avoid doing that for energy consumption reasons.
The program does generate a 2D texture object for OpenGL, and usually just uses GLUT to render it before a read the pixels and output them to a .PNG file using FreeImage. The issue I'm running into is that once GLUT function calls are removed, all that gets printed to the .PNG files are just black boxes.
I'm using the OpenNI and NITE drivers for the Kinect. The programming language is C++, and I'm needing to use Ubuntu 10.04 due to the hardware limitations of the target device.
I've tried using OSMesa or FrameBuffer objects, but I am a complete OpenGL newbie so I haven't gotten OSMesa to render properly in place of the GLUT functions, and my compilers can't find any of the OpenGL FrameBuffer functions in GL/glext.h or GL/gl.h.
I know that textures can be read into a program from image files, and all I want to output is a single 2-D texture. Is there a way to skip the headache of off-screen rendering in this case and print a texture directly to an image file without needing OpenGL to render it first?