Hello,
I'm looking to get the following scenario working:
A scene with a HUD rendering on a distortion mesh using slave
cameras.
What I've tried so far is...
1. A normal Viewer class with two Cameras in the scene graph, one on a
pre-render pass that renders the main scene
Ben,
Have a look at the osgdistortion example as it does exactly what you describe
you want to do.
Robert.
On 4 November 2014 19:53, Ben Strukus
mailto:ben.stru...@flyte.com>> wrote:
Hello,
I'm looking to get the following scenario working:
A scene with a HUD renderi
Hi,
I'm having a problem trying to use OSG for a specific scenario. My simulation
contains several screens all showing the same scene at different angles (think
projector setup). I'd like to synchronize the frames among them so that tearing
between screens is minimal. Due to the nature of my sc
other models, it should just stop rendering though
still remain responsive.
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Ben Strukus
Sent: Monday, January 19, 2015 4:08 PM
To: OpenSceneGraph Users
Subject: [osg-users] Aborting frames that take too long
Hi,
I'
n 4 November 2014 20:58, Ben Strukus
mailto:ben.stru...@flyte.com>> wrote:
Hi Robert,
The osgdistortion example is a great resource and I've used it quite a bit to
set up the RTT and the distortion mesh, however when it comes to rendering a
HUD (text, in my case) to that texture us
Hi,
I'm using osgOcean in a multi-view, multi-graphics card configuration and I'm
encountering a problem with the ocean's cylinder and skydome causing
"flickering" effects.
Setup
My setup is that I have 6 cameras all looking into the same scene. They all
have the same position but different or
Hi,
I've done some more poking around and I've found out a few things.
If I disable the cylinder completely by simply not adding the _oceanCylinderMT
child to the _oceanTransform group in OceanScene.cpp, then the flashing stops.
The flashing occurs over the water. The effect is seemingly random
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