Hi Robert, The osgdistortion example is a great resource and I've used it quite a bit to set up the RTT and the distortion mesh, however when it comes to rendering a HUD (text, in my case) to that texture using slaves, I'm not seeing that being done in the example.
Here's what I have: - A slave camera that renders the main scene to a texture. - A slave camera that renders a screen-space mesh with the above texture applied to it. - A lone camera acting as a HUD that I would like to render to the texture, but can't seem to get this working. I've tried attaching the lone camera as a child of the RTT camera, and that doesn't seem to work. I can get it to work when the RTT camera isn't a slave, but as soon as I make it a slave it doesn't work. I can get the HUD to render directly to the screen when I attach it as a child of the screen-space mesh camera, however it won't appear distorted. From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, November 04, 2014 12:14 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Slaves, RTT, and HUD Hi Ben, Have a look at the osgdistortion example as it does exactly what you describe you want to do. Robert. On 4 November 2014 19:53, Ben Strukus <ben.stru...@flyte.com<mailto:ben.stru...@flyte.com>> wrote: Hello, I'm looking to get the following scenario working: A scene with a HUD rendering on a distortion mesh using slave cameras. What I've tried so far is... 1. A normal Viewer class with two Cameras in the scene graph, one on a pre-render pass that renders the main scene to a texture and one on a post-render pass that renders a screen space mesh with the other Camera's texture applied to it. 2. A Viewer class with two Cameras attached as slaves, with the same pre- and post-render setup as above. The RTT (pre-render) Camera has the main scene as the child and the mesh (post-render) Camera has just the screen space mesh as a child. For these, I can get a HUD displaying on the following Cameras when I attach it as a child to the respective Camera: - 1's pre-render Camera, attached to the texture and set up as a FBO - 1's post-render Camera - 2's post-render Camera For my HUD, I'm simply creating a Camera with an Absolute reference frame, orthogonal 2D projection, and on the post-render pass. See osghud.cpp, as I've pretty much copied that with the modification of an optional Texture parameter. The part I'm having trouble getting to work is getting that HUD rendering to a texture when that RTT Camera is a slave of a View. The thing that baffles me is I can get it working on a non-slave RTT Camera in the same way, and I can get it working on a non-RTT slave Camera, but not the intersection of both. I've tried searching for a similar solution, but I haven't found anything for this specific scenario. Any help or direction would be appreciated. :) _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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