Hi What ever you real name is because you too much of ?? to use a
reasonable human readable name, please fix it if you want respect from
this community.

On Wed, May 6, 2009 at 11:01 AM, Real Name <[email protected]> wrote:
> Thank you for your answer.
>
> Like I already assumed before, this was a huge misunderstanding of what 
> cameras are in osg. I didn't read Of Cameras and Scenes 
> (http://andesengineering.com/OSG_ProducerArticles/CamerasAndScenes/CamerasAndScenes.html),
>  especially the section The Point because I thought to already know what can 
> be found in there, since I already worked with several game engines, all of 
> them using the term "camera" as what I would expect a camera to be (and many 
> others by the way...), namely an object actively rendering the scene to a 
> framebuffer from its position, with its orientation.
>
> SUGGESTION: Maybe outline this more clearly so it cannot be overlooked that 
> easy. And Realy name the Section "Why Cameras don't belong in the Scene 
> Graph" to catch peoples attention. This camera terminology is an evil pitfall 
> for osg beginners who are experienced using game engines! :)

Don's article of Andes Engineering is a position paper from Don on the
topic of scene graph and cameras.  It's a position that I don't
subscribe too.  OSG since 2.x does not use Producer, and doesn't have
this division between cameras and scene graphs.

In OSG 2.x a "Viewer" has a "View" of a "Scene" and a master "Camera"
that takes picture of that "Scene".  A Camera can used external to the
scene graph such as with a master or slave Camera in a View(er) or in
the scene graph for RTT effects such as shadows, or HUDs.

Robert.
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