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

