[osg-users] Getting animations initial frame bones matrix
Hi, I'm working on a IK system to use in the transition between different animations. I have already implemented the IK CCD algorithm, but I need to know the bones position at animations initial frame. It is posible to get it from osgAnimation::TimelineAnimationManager animation list? or from osg osgAnimation::Animation channels??? I have been looking the osg class reference documentation, but I can't find how to get that information... Any help will be appreciated, Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45501#45501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackballmanipulator and Cameraposition
Hi, Thank you Nick! it help a lot. I found one more tip, so i introduce here. (im in OSG 2.8.3) When i put your code outside of while loop, then it didn't work. Still trackball manipulator ignore assigned camera position. (I don't know why) So, i just put the code in while loop. while(!viewer.done()){ cam-setViewMatrixAsLookAt(camPosition,osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0)); trackball-setByMatrix(osg::Matrix::inverse(cam-getViewMatrix())); ... Then, it works :D:D Cheers, Soonchan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45502#45502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to prevent resize of viewer window (Windows and Linux)
Hi, I need to display a viewer window that the user can't resize. Tried all sorts. I assume it's the viewer's graphics context traits resize boolean but can't figure out a way to change it. This is a cross-platform app and I guess there will be a way of messing with the underlying Windows and X subsystems to achieve this but I'm hoping for something more elegant within OSG Help required. Thanks, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45503#45503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)
Does cross platform mean you are using Qt framework? In this case just assign a fixed size to the embedding window. Am 16.02.2012 13:40, schrieb John Simpson: Hi, I need to display a viewer window that the user can't resize. Tried all sorts. I assume it's the viewer's graphics context traits resize boolean but can't figure out a way to change it. This is a cross-platform app and I guess there will be a way of messing with the underlying Windows and X subsystems to achieve this but I'm hoping for something more elegant within OSG Help required. Thanks, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45503#45503 ___ 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
[osg-users] Etende light source example
Hi, Is there any example of extended light source for example , rectangular light source inside the osg repository. I could not locate it in the repository, please help me to locate if i missed it there. Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45505#45505 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)
Hi Werner Thanks for the reply. No I'm not using Qt, it's cross-platform at the console level so I'm relying on OSG's viewer windowing. John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45506#45506 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] set render bin details
Hi, I am going through an osg example and one point there is a statement as follows: Code: stateset-setRenderBinDetails(-1,RenderBin); Commenting the above statement did not make any changes to the scene. Any explanation when one should call this function ? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45507#45507 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)
Hi, For info: this can be achieved using... osgViewer::ViewerBase::Windows windows; viewer.getWindow(windows); windows[0]-setWindowDecoration(false); But this also prevents the window being moved - not ideal. John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45508#45508 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Effect Durations
Hi, I'm creating an explosion effect with it is fire and smoke trail it is ok but i want to set a duration that determines how many seconds/miliseconds this effect will be shown. Does fire smoke and explosion effect classes have such control or how we can achieve this implementation? Thank you! Cheers, Tolga -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45509#45509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Effect Durations
Hi If you use osgParticle for this, both particles and emitter have lifetime in seconds, which is configurable through their interface. For emitter you should also call emitter-setEndless(false); as it is endless by default iirc Cheers, Sergey. 16.02.2012, 18:36, Tolga Yilmaz osgfo...@tevs.eu: Hi, I'm creating an explosion effect with it is fire and smoke trail it is ok but i want to set a duration that determines how many seconds/miliseconds this effect will be shown. Does fire smoke and explosion effect classes have such control or how we can achieve this implementation? Thank you! Cheers, Tolga -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45509#45509 ___ 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
Re: [osg-users] Etende light source example
OpenGL FFP lights are point light sources only. Generally you have to simulate non-point light sources with arrays of lights (FFP) or a custom shader (GLSL). No examples of either of these are included in OSG. What are you trying to accomplish? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hi, I'm new using osgAnimation. I would like to control the state of the animation, I mean, I would like to know which frame or time of the animation is happening in order to stop it whenever I want. I've tried setting the duration in half the time, and setting a callback as follows: anim-setDuration(anim-getDuration()*0.5); osg::ref_ptr osgAnimation::ActionStripAnimation newAnimAction = new osgAnimation::ActionStripAnimation(anim,blendInDuration,blendOutDuration); newAnimAction-setCallback(newAnimAction-getNumFrames()*0.5, new ActionEnd(this)); But I don't think it's working... I think it only speeds up the animation but doesn't really stop it half way. Does anyone know how to achieve this? Thanks a lot! Cheers, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45512#45512 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] set render bin details
On 02/16/2012 08:22 AM, Sajjadul Islam wrote: Hi, I am going through an osg example and one point there is a statement as follows: Code: stateset-setRenderBinDetails(-1,RenderBin); When OSG traverses a scene for rendering, it organizes geometry into separate render bins. Each bin has an index and a sorting mode. When it comes time to actually draw the geometry, the render bins are traversed in order of index (lowest to highest), and the geometry in those bins are drawn after being sorted according to the sorting mode. In this case the index of -1 means that the geometry in this bin will be drawn before the rest of the geometry (which by default goes into bin 0). RenderBin is the default sort order (which happens to be SORT_BY_STATE). In this case, there must be some geometry that is required to be rendered before the rest of the scene. Since you didn't mention which osg example you were looking at, that's all I can say about it. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Etende light source example
On 02/16/2012 07:57 AM, Sajjadul Islam wrote: Hi, Is there any example of extended light source for example , rectangular light source inside the osg repository. I could not locate it in the repository, please help me to locate if i missed it there. I think OSG is currently limited to the OpenGL light sources (point, spot, and directional light sources, as well as ambient light). There isn't currently any code to handle global illumination in OSG, so area lights (like rectangles) don't really mean much anyway. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?
Hi all, I'm having some difficulty setting up a GLSL lookup table shader with my osg program and am hoping for some help. I've looked at every opengl, glsl, osg and other forum posting I could find online and think I am pretty close to getting things working. I could put a ton of code here but I think I'll just ask one question and provide more code if need be: Do I have to attach my lookup table (stored in an osg::Texture2d) to a simple rectangular geometry in order to be able to perform a GLSL texture2d method on it? Currently I am putting my lookup texture in texturecoordinate 1 of the object I am trying to apply my shader to. The reason I ask is that whenever I try to pull out a value from my lookup texture using a vec2 with values from 0.0-1.0 in my shader and perform any sort of operation using that value, the osg command line spits out: Warning: detected OpenGL error 'invalid operation' at After Renderer::compile -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45515#45515 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)
On 02/16/2012 08:46 AM, John Simpson wrote: Hi, For info: this can be achieved using... osgViewer::ViewerBase::Windows windows; viewer.getWindow(windows); windows[0]-setWindowDecoration(false); But this also prevents the window being moved - not ideal. Hi, John, There should be a better way to do that: osg::GraphicsContext::Traits *traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-supportsResize = false; traits-sharedContext = 0; osg::Camera *camera = new osg::Camera(); camera-setGraphicsContext(gc); camera-setViewport(new osg::Viewport(0, 0, traits-width, traits-height)); viewer.setCamera(camera); viewer.realize(); Haven't tested this code, but something like that should be enough to get what you're looking for. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Potential bug in mouse / window event handling
Hello all, I believe that I may have discovered a bug in the GUI abstraction library; although this may be a known issue. Here are the steps to reproduce it. I performed these steps on 64bit Windows 7, as well as 64bit Vista, both using version 3.0.0 built in 32 bit on Visual Studio 2008 sp1. 1. Run osgviewer.exe avatar.osg 2. Press f to switch to a window mode 3. Click and hold both your left and right mouse button and drag towards the edge of the window 4. Release the right button, then exit the window and release the left 5. Move the mouse back over the window WITHOUT clicking any buttons on the mouse 6. You will notice that the trackball is still moving as though the left button was held down 7. Click the left button, the behavior is as expected again To prove to myself that it was probably not the intended functionality, I then performed the following steps 1. Perform steps 1 and 2 above 2. Click the left mouse button and drag towards the edge of the window 3. Drag off of the window 4. Release the left mouse button 5. Move the mouse back over the window WITHOUT clicking any buttons 6. You will notice the trackball is as expected I attached a debugger and went into the event traversal part of the osgViewer::Viewer class and noticed that while the mouse was out of the window (so after step 5 of the first procedure), the event queue still had an event with a mouse button held down. I believe that perhaps, some boundary condition is being hit when there are two buttons and one is released, that is not being handled correctly. I don't have enough time to dig more into this, but I tried to diagnose it as completely as possible given my time constraints. This also impacts the osg mfc example, so it is not limited to the osgviewer application. Michael A Bosse' Software Engineer Link Simulation and Training Desk (407)206-7628 Cell (386)847-0738 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Etende light source example
Chris Hanson wrote: OpenGL FFP lights are point light sources only. Generally you have to simulate non-point light sources with arrays of lights (FFP) or a custom shader (GLSL). No examples of either of these are included in OSG. What are you trying to accomplish? -- Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ (http://www.alphapixel.com/) Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android -- Post generated by Mail2Forum So it is posible to implement it with GLSL and could you provide me with some reference materials ? I am experimenting and trying to implement summed area variance shadow mapping with extended light source. And i need to define this extended light source first . Regards Sajjad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45518#45518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBO render to texture help please
Hi, I'm attempting to create an osg::Camera that renders to a texture via a frame buffer object, but it is not working. When I debug it I see that the after attempting to bind the FBO in RenderStage::runCameraSetup() it checks the FBO status and it is returned as GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT. I basically copied the code from osgprerender.cpp so I don't understand why it is not working. Can someone take a look at my code and perhaps help me? Thank you! Here's the code: Code: osg::Camera* pCamera = new osg::Camera(); pCamera-setClearColor(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); pCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); pCamera-setProjectionMatrixAsOrtho(-halfWidth, halfWidth, -halfHeight, halfHeight, 1.0f, 11000.0f); pCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); pCamera-setViewMatrixAsLookAt(gccXYZ, lookAt, upVec); pCamera-setViewport(0, 0, imageWidthPixels, imageHeightPixels); pCamera-setRenderOrder(osg::Camera::PRE_RENDER); pCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); osg::Texture2D* pRenderTexture = new osg::Texture2D; pRenderTexture-setTextureSize(imageWidthPixels, imageHeightPixels); pRenderTexture-setInternalFormat(GL_RGBA8); pRenderTexture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); pRenderTexture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); pRenderTexture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); pRenderTexture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); pCamera-attach(osg::Camera::COLOR_BUFFER, pRenderTexture, 0, 0, false, 0, 0); Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45519#45519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering an OpenSceneGraph scene in Qt QuickRendering an OpenSceneGraph scene in QML Rendering an OpenSceneGraph scene in QML
Hey all. I have an OpenSceneGraph tree I'd like to have displayed in QtQuick. I'd like the user to be able to interact with the scene where the mouse can zoom/pan/rotate the camera, just like osgViewer allows. I saw that there were a couple of examples (osgQtWidgets and osgQtBrowser), but they're a little over my head. I think the right way to start trying this is by starting with the QtDeclarative model (http://doc.qt.nokia.com/4.7-snapshot/qtdeclarative.html)... but I'm not too sure where to go from here. Does anyone have any suggestions? Regards, Pris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?
Hi Ethan, All you should need to do is attach your osg::Texture to the osg::Stateset that you are attaching your osg::Program to and then you also need to add an osg::Uniform to the Stateset for the texture sampler that you use in your shader program to access the texture: Code: osg::ref_ptrosg::Geometry spGeometry = new osg::Geometry(); osg::ref_ptrosg::Texture2D spTexture = new osg::Texture2D(); osg::StateSet* pStateSet = sp-getOrCreateStateSet(); pStateSet-setTextureAttributeAndModes(0, spTexture.get(), osg::StateAttribute::ON); //bind the sampler to texture unit zero osg::Uniform* pSampler = new osg::Uniform(TextureSampler, 0); pStateSet-addUniform(pSampler); Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45521#45521 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multiple windows question
What is the best way to have multiple windows with different views of the same scene graph? I took a look at the composite viewer example, but it has different views of the same scene graph with a single window. So not quite what I want. Thanks. Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple windows question
Hi Alex, The composite viewer can have multiple views of different scene graph on different windows. Setup the Traits of each separated window and set it to each view's camera, and setup your scenes with the View::setSceneData() method. Wang Rui 2012/2/17 Pecoraro, Alexander N alexander.n.pecor...@lmco.com What is the best way to have multiple windows with different views of the same scene graph? I took a look at the composite viewer example, but it has different views of the same scene graph with a single window. So not quite what I want. ** ** Thanks. ** ** Alex ___ 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
[osg-users] osgvolume performance
Hi, I am using MFC to display osg volume data. If the sample data is 30 * 30 * 20 voxel, it is quite smooth on rotating the image on viewer. If the sample data is 350 * 350 * 60 voxel, I can't rotate the image as smooth as before. If I used higher voxel data, the rotation become very hard. I would like to know if there is any way to improve the performance. Thanks. Regards, Clement ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to correct remove objects from scene graph and destruct they not in render thread?
Hi, To remove heavy in destruction objects (which will free large buffers and etc.) I use method like in DatabasePager - hold object references and pass they to another thread for destructing. But there is one case which cause crash. (root) | (some nodes) (...) || (nodeA) (nodeB) \/ \/ (nodeC) | (...) | (nodeD) So we have nodeC with two parents, and in some moment we want to delete subgraph with nodeA. We remove from graph parents of nodeA and hold it reference to be destructed later in another thread. Another thread decrease reference for parents of nodeA and initialize destruction, so nodeA have no more references and it want to be deleted, it inform children about that and request to remove it from parent list. But in render thread we still render main graph and it traverse nodeC, but someone like nodeD changed it's matrix, this process require to dirtyBound, and dirtyBound inform all parents about this and tries to walk backward for all parents and nodeA too. So one thread iterate _parent vector, second thread change this vector, and in result CRASH! Looks like DatabasePager affects this problem too. What you can advice in this case? Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Unable to get osgViewerQt to work
Hiya, I've been trying to run the osgViewerQt example. I have osg (including osgQt) built from git. I'm able to use osgviewer without any issues. When I try to run osgViewerQt, here's the output: [preet@icarus osgviewerQt]$ ./osgViewerQt cessna.osg [xcb] Unknown request in queue while dequeuing [xcb] Most likely this is a multi-threaded client and XInitThreads has not been called [xcb] Aborting, sorry about that. osgViewerQt: xcb_io.c:178: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed. Aborted I'm using libxcb-1.8-2 with Qt 4.8 on Arch Linux (kernel v 3.2.5). The Qt install should be fine as I can run other Qt applications without any issues. I'd appreciate any advice... Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO render to texture help please
Hi try to attach depth buffer pCamera-attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT32) or set pCamera-setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT) if you use stencil, you need to attach packed depth stencil buffer instead. If you dont need depth buffer on this camera you should disable depth test and set clear mask to color only, then it wont complain about missing attachment. Cheers, Sergey. 17.02.2012, 03:14, Alex Pecoraro alexander.n.pecor...@lmco.com: Hi, I'm attempting to create an osg::Camera that renders to a texture via a frame buffer object, but it is not working. When I debug it I see that the after attempting to bind the FBO in RenderStage::runCameraSetup() it checks the FBO status and it is returned as GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT. I basically copied the code from osgprerender.cpp so I don't understand why it is not working. Can someone take a look at my code and perhaps help me? Thank you! Here's the code: Code: osg::Camera* pCamera = new osg::Camera(); pCamera-setClearColor(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); pCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); pCamera-setProjectionMatrixAsOrtho(-halfWidth, halfWidth, -halfHeight, halfHeight, 1.0f, 11000.0f); pCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); pCamera-setViewMatrixAsLookAt(gccXYZ, lookAt, upVec); pCamera-setViewport(0, 0, imageWidthPixels, imageHeightPixels); pCamera-setRenderOrder(osg::Camera::PRE_RENDER); pCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); osg::Texture2D* pRenderTexture = new osg::Texture2D; pRenderTexture-setTextureSize(imageWidthPixels, imageHeightPixels); pRenderTexture-setInternalFormat(GL_RGBA8); pRenderTexture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); pRenderTexture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); pRenderTexture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); pRenderTexture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); pCamera-attach(osg::Camera::COLOR_BUFFER, pRenderTexture, 0, 0, false, 0, 0); Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45519#45519 ___ 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