Hi Tim,
Could you please attach the changed complete file, so Robert can merge
it more easily. Also please state the version you made the changes in.
Cheers
Sebastian
Hi,
Currently there is a problem with using a camera with a viewport with a non 0
offset and also using an FBO. The problem is that only area made up of the
viewports width and height is drawn based on an offset of 0,0 instead of using
the viewports offset.
It is caused by line 991 in RenderStage.cpp:
Code:
fbo_ext->glBlitFramebuffer(
0, 0, static_cast<GLint>(_viewport->width()),
static_cast<GLint>(_viewport->height()),
0, 0, static_cast<GLint>(_viewport->width()),
static_cast<GLint>(_viewport->height()),
blitMask, GL_NEAREST);
which is not taking into account the viewport x and y when performing the blit.
It probably should be:
Code:
fbo_ext->glBlitFramebuffer(
static_cast<GLint>(_viewport->x()), static_cast<GLint>(_viewport->y()),
static_cast<GLint>(_viewport->width()) + static_cast<GLint>(_viewport->x()),
static_cast<GLint>(_viewport->height()) + static_cast<GLint>(_viewport->y()),
static_cast<GLint>(_viewport->x()), static_cast<GLint>(_viewport->y()),
static_cast<GLint>(_viewport->width()) + static_cast<GLint>(_viewport->x()),
static_cast<GLint>(_viewport->height()) + static_cast<GLint>(_viewport->y()),
blitMask, GL_NEAREST);
instead
Also line 1010 appears to have the same problem.
Thanks,
Tim[/code]
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=60506#60506
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