Hi Thorsten,

>From your email I can't get me head around what exactly you mean.
There are a series of render to texture examples that are good places
to start when experimenting, osgprerender, osgprerendercube and
osgdistortion all illustrate various ways of settings things up.

Personally I wouldn't recommend getting too familiar with GLUT, it's a
very very limited windowing toolkit and will hold you back very
quickly.  The standard osgViewer is more capable and flexible to use,
the example is really there to serve as a bridge to those who know
GLUT already, or are attempting to integrate the OSG with a similarly
restricted windowing toolkit.

Robert.

On Thu, Nov 25, 2010 at 6:14 PM, Thorsten Roth
<[email protected]> wrote:
> Hi guys,
>
> I currently have a problem with a simple "experiment" with RTT. I am using
> osgviewerGLUT as a base for this. What I am trying is to render my scene
> view to a texture and display this afterwards. To achieve this, I first
> setup a camera which renders to the texture and then another one which
> renders the textured quad to the screen.
>
> The scene root contains these two cameras as a child, while the camera which
> renders to the texture has the loaded object as a child. What happens now
> seems a little weird to me, because I am completely new to OSG. The
> application starts with a view "behind" the object, and this view does not
> change when I try to rotate the object. Instead, the camera stays behind the
> object in that exact position, which I can tell because the light seems to
> be moving, which it is of course not.
>
> Now my question is, how can I decouple the camera from the object movement,
> so I can freely rotate the object without the camera following it?
>
> Thanks in advance :)
>
> Regards
> -Thorsten
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