Never mind; I was able to figure out a solution by studying the
osgpackeddepthstencil example and some OpenGL stencil buffer tutorials I found
online.
What I did was add a node to the root where I created a geometry the same size
as my video projection, and added a Stencil. I also turned off
Apparently I spoke too soon; the method I described in my last post doesn’t
work when I rotate the viewer. If I had an object outside the texture
projection area and rotated it so it should obscure the image, I could see the
image through the object. Likewise, if I had an object inside the
Hello Mike,
I didn't dive into the last part, but it seems you want to have your
projection only on certain parts.
In order to sort out the rest of the scene you can either use stencil
tests or depth tests. Think about it like some kind of inverse shadow
mapping. You want only those parts
Hi,
I am new to OSG and OpenGL. I am attempting to create a scene where an image
from a real camera is projected onto a 3d model of the object being
photographed. I used the projective texture mapping technique following the
osgspotlight example, substituting my image for the spotlight image
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