[osg-users] Can't resize framebuffer texture attachments
I'm trying to resize the textures attached to my framebuffer during run-time, however the viewport size that the scene is rendered into stays the same. If the framebuffer starts off at 64x64 pixels and I then resize to 512x512, the output only contains rendered pixels in the lower left 64x64 region and the rest of the image is black. I've found other forum posts similar to this issue but their solutions did not work. Here's the code I'm using to resize. colorbuffer->setTextureSize(width, height); colorbuffer->dirtyTextureObject(); depthbuffer->setTextureSize(width, height); depthbuffer->dirtyTextureObject(); osg::Camera::setViewport(0, 0, width, height); osgViewer::Renderer* renderer = (osgViewer::Renderer* )osg::Camera::getRenderer(); renderer->getSceneView(0)->getRenderStage()>setFrameBufferObject(NULL); renderer->getSceneView(0)->getRenderStage()>setCameraRequiresSetUp(true); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46416#46416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering without calling osgViewer::frame
3. I don't know if this is related, but when adding my camera to the 3rd party app's osgViewer I am unable to change the color and depth buffer resolution. Calling setTextureSize and Camera::setViewport will seem to increase the size of the texture but the actual contents that get rendered are clipped at the origin. So if the original texture size was 512x512 and I increase it to 1024x1024, I get the lower left 256x256 area of the 512x512 image in the bottom left of the 1024x1024 image (blown up to 512x512) and the rest of the 1024x1024 image is blank. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45872#45872 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering without calling osgViewer::frame
I'm currently working on a project where I have to integrate library into a 3rd party application's source code. The library consists of a custom osg Camera that takes 9 snapshots of the user's scene. The headache's I've run into are the following: 1. I cannot seem to turn off the 3rd party app's main camera in the osgViewer class. I set nodeMask(0) on the camera but then my camera doesn't render. Having the main camera enabled adds unnecessary overhead. 2. The process of taking the 9 snapshots has additional overhead from having to re-process and re-run the update, event, cull and render traversals for each snapshot. Since each view orbits about the same point in space, I'd like the ability to only run the update, event and cull traversals once and only call the render traversal for each snapshot. [/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45871#45871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering without calling osgViewer::frame
In my application I have a bunch of cameras that render to textures. Is there a way for me to trigger them to render without calling osgViewer::frame or going through the osgViewer class? Ideally I could simply call camera->renderView() or something similar. Is this possible? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45868#45868 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Save Texture2D to disk
I'm using a 3rd party library that returns a Texture2D object that represents a snapshot of the scene. However they don't attach an Image object to it. How can I retrieve the pixel data in the Texture2D object and save to disk? I don't see any accessor methods in either Texture2D or Texture that allow me to do this. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44946#44946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 3.0.1 examples not working correctly?
AlphaPixel's binaries work. I'll try setting those cmake flags. Thanks a lot guys! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44938#44938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 3.0.1 examples not working correctly?
Hi, I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run correctly. I can't get the camera mouse controls to work at all; the camera simply stays stationary. In other demos no content is displayed. In my own, extremely simple demo (that worked with OSG 2.8), the camera doesn't work and the colors are look like a rainbow. Has anybody had similar issues? I'm working under Windows. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44896#44896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Setting OpenGL state manually then rendering via OSG
Hi, I'm a little stuck on solving an issue related to integrating a standalone OpenGL-based API with a simple OSG demo. The OpenGL library sets some states in the background, specifically: framebuffer object, multisampling, stencil tests, scissor tests and viewport settings. How do I tell OSG to use these default settings when it runs? The OpenGL library essentially dictates to my application N view points to render the scene from, so it passes back to me projection and modelview matrices and assumes that I don't change certain states after that point (which include the ones I described above). After I pass the matrices to the current Camera class object, how/where would I tell OSG not to change the bound framebuffer, mess with enabling/disabling multisampling, and the other OpenGL states I mentioned? I've read that you can integrate OSG into an existing OpenGL application that creates its own window and sets state, but I can't seem to find an example to show me how to do what I need. Thank you! Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44482#44482 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org