osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->hostName = si.hostName; traits->displayNum = si.displayNum; traits->screenNum = si.screenNum; traits->x = 0; traits->y = 0; traits->width = width; traits->height = height; traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = m_IWebaddon3D->getWebaddonRenderer()->getOSGViewer()->getCamera()->getGraphicsContext();
i share the context, when i remove the slave, i will loose all textures (:-)) 2009/1/21 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > Thanks a lot > > /adrian > > 2009/1/21 Robert Osfield <robert.osfi...@gmail.com> > > Hi Adrian, >> >> If you want to add and remove slaves from a view at runtime you will >> need to stop the threading of the viewer via viewer.stopThreading(), >> then add/removeSlave() call realize on any new graphics contexts then >> call startThreading(); >> >> Robert. >> >> On Wed, Jan 21, 2009 at 7:27 AM, Adrian Egli OpenSceneGraph (3D) >> <3dh...@gmail.com> wrote: >> > Hi >> > >> > i am wondering who i can add / remove slave cameras at runtime. with >> > different rendering context, embeded full screen, on different screens. >> I >> > get opengl state bugs, do i need to share opengl from master camera ? >> can i >> > not remove the very master camera? or what is the correct concept. >> > >> > adrian >> > >> > -- >> > ******************************************** >> > Adrian Egli >> > >> > _______________________________________________ >> > 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 >> > > > > -- > ******************************************** > Adrian Egli > -- ******************************************** Adrian Egli
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