Hi Enrico,
On Mon, 2005-05-02 at 11:04 +0200, Enrico Borrione wrote:
> hi dirk,
> i gave a look at the Source/WindowSystem/GLUT/testWindowGLUTTGB.cpp
> demo, but i got a bit lost. Maybe you can lend me an hand...
>
> 1) What i can see in the main rendering window is the first viewport
> of the second? I can't understand whether I see the torus itself
> or a texture on witch the torus was previously rendered. Another
> way to ask the same question is: am I seeing the first viewport
> (witch is just initialized) or the second one, that has got
> both the camera and the texturegrabbackground?
You see the second viewport, as it completely covers the first one. You
can modify the program to make the second only half as wide, and only
the left half of the screen will be handled.
> 2) A bit of theory... i see that you use the NV_register_combiners
> to compute the colors of the grabbed texture (or at least i think so).
> May i use them to deform the texture too? I roamed a bit in the
> opensg man pages, but i did not found much stuff about the
> RegisterCombinersChunks...
You could, and people have done that, but honestly I don't see the point
for relatively continuous things like domes. It would be better to use a
simple geometry node in the second viewport that is textured with the
grabbed texture.
> 3) Not really connected with the previous questions: I saw that some
> time ago you were talking of addig the blending&overlapping support
> for the MultiDisplayWindow. Is it available in the 1.4 version of
> OpenSG? I wish i could avoid the other option (extending the class
> and render on the foreground of the single cameras a set of blended
> black quads as suggested by someone on the list...)
AFAIK that hasn't been added, sorry. Marcus, did you get around to doing
that?
Dirk
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