I thought the prefered method to handle multiple independent views was
with a composite viewer. Can I add slave cameras to a composite viewer?
CD
On 2014-01-23 00:55, Robert Osfield wrote:
Hi Conan,
If you have a RTT Camera per View then the natural way to manage it
would be to have a slave camera on each View to do the RTT, and a
slave Camera to render a quad over the full viewport of that View.
The scene graph for each of the View's would be the same.
Robert.
On 22 January 2014 20:50, Conan <d...@celticblues.com> wrote:
I would like to be able render multiple views of an Entity in my
scene from multiple viewpoints... Left side of entity, Top of entity,
Front of entity for example.... I want the camera to be the same
distance from the entity in each case.
From what I have read today, I think I need to use a Composite Viewer
to accomplish this. So I would create the composite viewer and add a
left view, front view and top view.
It seems easy enough to set this up. I have a simple test app that
does this... each view renders the scene (although not from the
correct viewpoint yet).
What I really need to do though is set up each camera (left side
camera, top side camera, front side camera) to render to texture then
render that texture to a full screen quad in each view of the
composite view.
So basically...
Left Side Camera -> Left Side Texture -> Left Side Quad in Left Side
View
Top Side Camera -> Top Side Texture -> Top Side Quad in Top Side View
Front Side Camera -> Front Side Texture -> Front Side Quad in Front
Side View
How do I create the scenegraph for this? Would all views share the
same scenegraph?
In past, when I have setup RTT in a single viewer, I have done
something like this:
osg::ref_ptr<osg::Group> root = new osg::Group;
root->addChild( rttCamera.get() );
root->addChild( hudCamera.get() );
root->addChild( scene.get() );
osgViewer::Viewer viewer;
viewer.getCamera()->setComputeNearFarMode(
osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
viewer.setSceneData( root.get() );
CD
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