Hi Robert,
I actually found an example in this mailing list (don't exactly know
where, the link is in my code which i cannot reach now ;)) today which
helped me quite a lot, as it pointed out that I actually had to modify
the viewer camera itself, which was not clear to me before. In fact I
was confused, because at the end I had three cameras instead of just
two, which is a little weird if you just want to render your scene to a
texture and this texture to the screen.
Now it works and I just need to take one more step and render the
normals to a separate buffer. Let's hope I can do that :-)
Regards
-Thorsten
Am 26.11.2010 10:19, schrieb Robert Osfield:
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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