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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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