Hi Fred,

For a slave render to texture Camera you simply assign the same
GraphicsWindow/GraphicsContext from the main window. The osgdistortion
example illustrates this in action.

Robert.

On Wed, Oct 6, 2010 at 12:58 PM, Fred Smith <[email protected]> wrote:
> This is starting to sink in. Cameras declared in the scene graph are mostly 
> fine for me now.
>
> I still have an issue with the Slave camera approach. I'm doing Render to 
> texture right now. I would like to give it a go with a Slave camera.
>
> I don't have to define a graphics context for cameras rendering to a FBO if 
> they are declared in the scene graph: they just render to their attached 
> color buffer.
>
> But one needs to be provided for a slave camera, even though I, too, attach a 
> color buffer. Why? I understand this is necessary for PBuffer or direct frame 
> buffer rendering, but not with a FBO.
> How do I build a graphics context just doing render to texture (FBO+Texture), 
> or render to image (FBO+Image)?
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=32446#32446
>
>
>
>
>
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