Hi again, Thanks for following up. I've tried it before with an attached pbuffer, but was - and still have been - getting unpredictable results. As before, if I simply place a camera as a node in the scene and attach a texture with FBO implementation, it will render the subgraph to the texture no problem. If I attach a texture to the main or slave camera of a view, whether I use a pbuffer for offscreen rendering or have a separate window, the texture will simply be filled with random data in video memory. The camera will otherwise work properly, as if I comment out any RTT-related lines and change the graphics context to the window's, it will render to a viewport without issues.
I would have simply used the currently working method and updated the camera's matrices directly, but we're using more complex manipulators and making that functionality redundant is an ugly solution. I took a look at examples like osgdistortion, and, implementation purposes aside, can't see any differences in camera and scene setup that might cause this. It clearly has to be me, given the fact that this exact functionality is used as an example and I've gotten the same result on two different computers (running Windows 7 on Nvidia GTX460/560). ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45029#45029 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org