Hi Yin, For scene graph related render to texture work use a Camera in the scene graph. NodeMask and switches can be used.
Robert. 2009/3/16 Lingyun Yu <lingyun.yu...@gmail.com> > Hi Robert, > > I also meet the same problem, I have 128 snapshots of particles, and I want > to use those 128 shapshots to make an real time animation. > First thing I tried, was using a update callback function and bind it on my > geode, everytime I just updated all positions of particles. But obviously it > was quite slow. > Then I tried to use two view, and each one has it's own camera, and render > two snapshots in the same time. Well, it works, but still very slow. > Then I tried to use one view but two cameras, and load three snapshots in > the same time, two below two caremas, one below my Root. because I do really > need to update it. And link the right snapshots while I need to render it. > > Somehow it is still slow, and while it switches snapshots and I use > trackball, it is played not fruently. > > So my question is, basicly I need to render un-structed points dataset, and > I have a lot snapshots, do you have any idea how can I make an realtime > animation fruently? > Looking forward to your reply and thank you very much. > > Yun > 2009/3/16 Robert Osfield <robert.osfi...@gmail.com> > >> Hi Peter, Benoit et, >> >> On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz < >> peter.amst...@tseboston.com> wrote: >> >>> The way I handled this in my application was to create multiple instances >>> of osgViewer::Viewer with a separate camera for each view but all bound to >>> the same output window. On each render iteration, draw just the active >>> camera. >> >> >> I'm afraid I really wouldn't recommend this solution, having multiple >> viewers just to alternate between views is complicated implementation and >> conceptual wise and you'd be very lucky for it to work in anything other >> that very limited usage models. Using multiple viewers will cause problems >> with threading, timing codes, it'd be a right old mess. >> >> >>> The best solution depends on exactly what you need to display; I decided >>> to switch between completely independent scenes because my 2D and 3D views >>> looks actually render somewhat different geometry (the 2D ortho view is an >>> abstracted version of the "real" 3D geometry). Having entirely separate >>> scenes is also pretty straightforward although it imposes some overhead due >>> to duplication of resources that could otherwise be shared between among >>> views. >> >> >> In your case you are talking about multiple Views, and this is fine, but >> you don't use multiple Viewers for it, you'd use a single CompositeViewer >> with multiple Views. You can add and remove Views, or just toggle Camera's >> on/off using NodeMask's. >> >> For Benoit having a single master Camera track different CameraView nodes >> in the scene might well be the most convinient way to manage things. >> >> Robert. >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Cheers, > Yun > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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