Hi Art, There are a number of render to texture (RTT) CameraNode, some of these inherit the viewers projection and modelview matrix (like osgdistortion) and others create entirely their own views such (such as osgprerender, osgprerendercubemap, osgshadowtexture).
All of these examples don't require any subclassing of drawables or nodes. At most they have an update callback updating their camera's view and project matrix. Another possible way to tackle this is to hide the use of a RTT camera entirely by using as an implementation details in a custom Node's handling of update/cull traversals. See osgSim::Impostor and osgSim::OverlayNode for examples of this. Robert. ps In CVS CameraNode is has now been renamed osg::Camera. On 12/1/06, Art Tevs <[EMAIL PROTECTED]> wrote:
Hi, folks! I have a question regarding to the rendering to texture and camera setup. Actually I do understand how to setup all the things, but I need some technical design help. I have a class A which has a camera node. The camera do render the scene from another view into a texture. I can access the texture through this class. So my question is: What is the best way to implement this: 1) Derive the class A from osg::Node and update the view of the camera by updateCallback method of the osg::Node class. I mean when osgUtil::SceneView calls update() method, then probably the updateCallback-Method of the Node will be called, and then I have to update my camera view. 2) Derive A from Drawable and update the view of the camera in the drawImplementation of the Drawable class. But what if the camera is not in the viewing frustum of the main camera. Should then the BoundingBox of this Drawable be equal to the scene ones or just big enough to be always rendered. What about culling of nodes which are not in the view frustum of this camera? How I have to call the CameraNode to let it render the scene into the texture? Thanks MfG, Art ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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