Hi, Robert!

I prefer the way like it does in osgSIm::OverlayNode, because it is more 
intuitive for me. So it means if I call camera->accept() method, it will 
render the subgraph into the attached texture? 

MfG, Art

On Friday 01 December 2006 17:49, Robert Osfield wrote:
> 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
> >
> >
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