I made a thumbnail sketch with the two concepts (see png). On the one hand 
(blue graph) I use three cameras with the diffrent viewport settings, on the 
other hand (yellow graph) I use one camera (ortho) and create geometry nodes 
(planes) and map the texture on this planes.

The main question is: what is the efficient way?

Cheers

Martin


-------- Original-Nachricht --------
> Datum: Fri, 29 Oct 2010 09:00:40 +0200
> Von: "Martin Großer" <[email protected]>
> An: OpenSceneGraph Users <[email protected]>
> Betreff: Re: [osg-users] Two Viewports with one Camera

> Ah OK, the render to texture idea is maybe a good alternative.
> 
> Do the RTT affect the performance?
> 
> My idea was a observer pattern. The camera settings are in a subject
> object and the osg::Camera is in the observer object. When the settings to be
> change the subject notify the observer (cameras with different viewports).
> But I think it is time consuming.
> 
> Do you think, the RTT is the better way?
> 
> Cheers
> 
> Martin
> 
> 
> -------- Original-Nachricht --------
> > Datum: Fri, 29 Oct 2010 17:32:34 +1100
> > Von: Ulrich Hertlein <[email protected]>
> > An: OpenSceneGraph Users <[email protected]>
> > Betreff: Re: [osg-users] Two Viewports with one Camera
> 
> > Hi Martin,
> > 
> > On 29/10/10 17:17 , "Martin Großer" wrote:
> > > I would like use two viewports in my application and one camera. Is
> this
> > possible? I
> > > think, the normal way is to define the viewport for a camera like:
> > > camera->setViewport(...)
> > 
> > I can't say if it's possible, but if it is then I'd guess it renders the
> > same scene twice.
> > In this case it might be easier to render to a texture and just display
> > the texture in two
> > viewports.
> > 
> > /ulrich
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
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<<attachment: camera_viewport_concept.png>>

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