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 > > > > > > ___________________________________________________________ > > 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/ > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ ___________________________________________________________ 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/
