Hi ? Have a look at the osgdistortion example or the osgViewer::setUp3DSphericalDisplay() code - its sets up six slave cameras which rendering into a texture cube map, and then a final slave camera to render the final distortion correction mesh.
Robert. On Mon, Mar 10, 2008 at 9:10 PM, spowers <[EMAIL PROTECTED]> wrote: > I currently have an application that uses several osg::Camera objects > that each render to an osg::Image > > Is there a way to get these Cameras to render to the same texture but > use distinct real-estate for each camera? > i.e each frame will appear side by side within the texture. > > I can render them to the screen by setting their viewports to be > adjacent to one another but I cant figure out how to save them to a > texture in this way without moving data around in the texture buffer. > > I cant use readPixels or some derivative thereof because I plan to > render the cameras to a pixel buffer so that they dont have to be > rendered to the screen. > > In case its necessary, I'm trying to render a full 360 view around a > single point with minimal distortion. I've found the best way to do this > is to use multiple cameras and line up their frustums so they share a side. > > Thanks in advance! > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org