-> have a look at void View::setUpViewForWoWVxDisplay(unsigned int
screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned
char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float
wow_disparity_M, float wow_disparity_C)
{


    osg::ref_ptr<osg::Camera> camera = new osg::Camera;
        camera->setName("Front face camera");
        camera->setGraphicsContext(gc.get());
        camera->setViewport(new osg::Viewport(0,0,camera_width,
camera_height));
        camera->setDrawBuffer(buffer);
        camera->setReadBuffer(buffer);
        camera->setAllowEventFocus(false);
        // tell the camera to use OpenGL frame buffer object where
supported.
        camera->setRenderTargetImplementation(renderTargetImplementation);

        // attach the texture and use it as the color buffer.
        camera->attach(osg::Camera::COLOR_BUFFER, texture);
        camera->attach(osg::Camera::DEPTH_BUFFER, textureD);

        addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());

2009/1/5 Stefan Eilemann <[email protected]>

>
> On 5. Jan 2009, at 15:12, Adrian Egli OpenSceneGraph (3D) wrote:
>
> > Hi all
> >
> > may we should use one single osg::Viewer as the main rendering
> > window, and all others as slave camera. (addSlave) with shared
> > context. if i am right understood what stefan told.
>
> Yes, that sounds in line with the eq::Window::getSharedContextWindow().
>
> Basically 'the main rendering window' is the shared context window
> (the first of each pipe) and all others have the slave camera.
>
>
> Cheers,
>
> Stefan.
>
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>



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