Thanks again for your help, I'll try that approach.
Kind regards.
Alessandro

On Wed, Dec 30, 2009 at 11:46 AM, Ulrich Hertlein <[email protected]>wrote:

> Hi Alessandro,
>
> On 30/12/09 11:32 AM, alessandro terenzi wrote:
> > By the way, what is the general approach to RTT? I had a look at some
> > examples some time ago, but it could be useful to have a guide line
> > here...as far as I remember, RTT requires a camera that sees my scene
> > and that  will be used to generate a texture, then I'll need another
> > different camera that actually will be used to render that texture,
> correct?
> >
> > what the texture will be, in my case that camera will be the one that
> > I'm currently using to render my scene, but then I'll need another
> > different camera that actually will be used to render the previous
> > texture, correct?
>
> Yes, that's correct.  You need to have two cameras: the scene camera, that
> is setup like
> your original camera (view and projection matrices) but renders to a
> texture instead.
> Best case you can just take the original camera and change its render
> target (and detach
> it from the viewer).
>
> The second camera renders (with ortho projection) a simple scene with a
> quad that displays
> the generated texture.
>
> > How about HUDs, if I'm not wrong they also use a different camera so
> > performing RTT on the scene will keep HUDs out, am I wrong?
>
> HUDs are usually child nodes of the scene camera so should be rendered
> without problems.
>
> One issue that you might run into are manipulators since they could attempt
> to modify the
> second camera instead of the scene camera.
>
> HTH,
> /ulrich
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