Re: [osg-users] Change Camera FBO attachment

2012-12-20 Thread Riccardo Corsi
Hi Robert,

thanks for your suggestion.

The reason I went for a slave camera is that it makes it easier to add the
FBO path at a later point, without touching the scenegraph,
as it inherits the viewer's scene data by default.

Besides inserting the cameras subgraph into the main graph,
do you think it's reasonable to attach the FBO cameras group as the
subgraph of a fake slave camera,
and attach the main scene also as FBO camera child?
I draw a little graph below for clarity.

Thank you,
Ricky


VIEWER
   /  \
MAIN CAM SLAVE_CAM
 |   |
 |   |
 |switch
 |   |
 | / | \
  |/  |  \
 | fbo1 fbo2 fbo3
 | /   /   /
  \   /   /   /
   \ /   /   /
\   /   /   /
 | |  /   /
 | | /   /
  SCENE



On Tue, Dec 18, 2012 at 9:25 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Riccardo,

 Setting up the camera's rendering backend on each frame will be
 expensive.  Personally I'd just using multiple RTT Camera each with their
 own FBO and Textures associated with them.  Using a Switch, Sequence or
 NodeMask's you can select which of the Camera you want to render to on each
 frame.

 Robert.

 On 18 December 2012 17:24, Riccardo Corsi riccardo.co...@kairos3d.itwrote:

 Hi All,

 in my application I need an FBO camera to render different frames into
 different textures, because they will be used by an encoder and thus need
 to persist for some time.

 I haven't found an easy way to copy the contents of a texture or of an
 FBO into another texture.
 So during the update traversal I change the camera texture attachment
 with a new texture and call Renderer::SetCameraRequiresSetUp(true).

 Eveything works fine, but I'm wondering if there's a better/cleaner
 approach to achieve the same result, as I don't know whether requesting
 the camera setup every frame has a huge impact on perfomances.

 Thank you,
 Ricky


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[osg-users] Change Camera FBO attachment

2012-12-18 Thread Riccardo Corsi
Hi All,

in my application I need an FBO camera to render different frames into
different textures, because they will be used by an encoder and thus need
to persist for some time.

I haven't found an easy way to copy the contents of a texture or of an FBO
into another texture.
So during the update traversal I change the camera texture attachment with
a new texture and call Renderer::SetCameraRequiresSetUp(true).

Eveything works fine, but I'm wondering if there's a better/cleaner
approach to achieve the same result, as I don't know whether requesting the
camera setup every frame has a huge impact on perfomances.

Thank you,
Ricky
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Re: [osg-users] Change Camera FBO attachment

2012-12-18 Thread Robert Osfield
Hi Riccardo,

Setting up the camera's rendering backend on each frame will be expensive.
Personally I'd just using multiple RTT Camera each with their own FBO and
Textures associated with them.  Using a Switch, Sequence or NodeMask's you
can select which of the Camera you want to render to on each frame.

Robert.

On 18 December 2012 17:24, Riccardo Corsi riccardo.co...@kairos3d.itwrote:

 Hi All,

 in my application I need an FBO camera to render different frames into
 different textures, because they will be used by an encoder and thus need
 to persist for some time.

 I haven't found an easy way to copy the contents of a texture or of an FBO
 into another texture.
 So during the update traversal I change the camera texture attachment with
 a new texture and call Renderer::SetCameraRequiresSetUp(true).

 Eveything works fine, but I'm wondering if there's a better/cleaner
 approach to achieve the same result, as I don't know whether requesting
 the camera setup every frame has a huge impact on perfomances.

 Thank you,
 Ricky


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 osg-users@lists.openscenegraph.org
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