HI Lioinel,

FYI, I am planning to refactor the way the rendering Operations for
Cameras and managed within osgViewer.  My thought its for the Camera
itself to have the rendering Operation attached to it, and the viewer
would use this to handling the rendering.  This would allow you to
provide your own custom renderers and for you to get the rendering
operation easily. I may be able to squeeze this is before 2.2, maybe
not.

If the above works out then we might be able to get things to work
more consistently.

Robert.

On 7/27/07, Lionel Lagarde <[EMAIL PROTECTED]> wrote:
>
>  Hi Robert,
>
>  Oh, ... Ok.
>
>  I'll look where the operations are added in the embedded mode.
>
>
>
>  Robert Osfield wrote:
>  Hi Loinel,
>
> I'm not surprised that you need to call createSlaveCameras() before
> the realize(), as the realize places the Operations required to do the
> rendering for each camera on each GraphicsWindow, without these
> Operations added no rendering will be done for these Cameras.
>
> Robert.
>
> On 7/27/07, Lionel Lagarde <[EMAIL PROTECTED]> wrote:
>
>
>  Hi,
>
> I have some code that has to handle classic osgViewer::Viewer and
> embedded osgViewer::Viewer.
>
> We have also a predraw, a postdraw and a hud slave camera.
>
> I'm trying to have almost the same code path in the 2 modes (embedded or
> not).
>
> For the moment, it looks like:
>
> if (embedded)
> {
>  viewer.init();
>  viewer.realize();
>  createSlaveCameras();
> }
> else
> {
>  viewer.setUpViewAcrossAllScreens();
>  createSlaveCameras();
>  viewer.init();
>  viewer.realize();
> }
>
> It's not so bad. It's just a few different lines but I don't understand
> why the
> embedded code path doesn't work in the non embedded case (The slave
> camera are not
> culled nor rendered).
>
>
>
>
>
>
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