I thought the prefered method to handle multiple independent views was
with a composite viewer. Can I add slave cameras to a composite viewer?
CD
On 2014-01-23 00:55, Robert Osfield wrote:
Hi Conan,
If you have a RTT Camera per View then the natural way to manage it
would be to have a slave
Hi Conan,
On 23 January 2014 12:58, Conan d...@celticblues.com wrote:
I thought the prefered method to handle multiple independent views was
with a composite viewer. Can I add slave cameras to a composite viewer
Yes, this is why I was referring to View rather than View(er) in my
previous
Ok. Thanks for the clarification.
CD
robertosfield wrote:
Hi Conan,
On 23 January 2014 12:58, Conan () wrote:
I thought the prefered method to handle multiple independent views was with
a composite viewer. Can I add slave cameras to a composite viewer
Yes, this is why I was
I am running into some difficulties setting this up... I am trying to set up a
regular, i.e. non-RTT camera in the left view and the RTT camera in the right
view... The left view renders fine, but the right view is just black...
running the app through gDEBugger it looks like the texture is
Hi Conan,
the code seam correct to me. I am not familiar with slave cameras (I never
used them, always created my own), so not sure if the CameraManipulators
are affecting them. Can you try to set manually the View matrix of the
right camera so it points to the scene you are attaching? Just an
I would like to be able render multiple views of an Entity in my scene
from multiple viewpoints... Left side of entity, Top of entity, Front of
entity for example I want the camera to be the same distance from
the entity in each case.
From what I have read today, I think I need to use a
Hi Conan,
If you have a RTT Camera per View then the natural way to manage it would
be to have a slave camera on each View to do the RTT, and a slave Camera to
render a quad over the full viewport of that View. The scene graph for
each of the View's would be the same.
Robert.
On 22 January
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