Hi, Martin

You should either use clear only on camera that render first half, or use 
scissor test (osg::Scissor and GL_SCISSOR_TEST) set to region of camera 
viewport on each camera to not clear other camera's render result.

Cheers,
Sergey.

05.08.2011, 18:51, "Martin Haffner" <str...@gmx.net>:
> Hi,
>
> I made an application with a camera that rendered into a texture and 
> everything worked.
> Now I want to render into the texture from 2 Cameras. I want cam1 to render 
> into the left side, and cam1 render into the right side into the texture.
> Basically this is my code:
>
> Code:
>
> cam1 = new osg::CameraNode;
> cam1->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> cam1->setClearColor(clearColor);
> cam1->setViewport(0, 0, m_rttWidth / 2 ,m_rttHeight);
> cam1->setRenderOrder(osg::CameraNode::PRE_RENDER);
> cam1->setRenderTargetImplementation( osg::CameraNode::FRAME_BUFFER_OBJECT );
> cam1->setProjectionMatrixAsPerspective(60.0f, static_cast<float>(m_rttWidth 
> /2) / m_rttHeight, 0.01f, farPlane);
> osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); cam1->setComputeNearFarMode( 
> Camera::DO_NOT_COMPUTE_NEAR_FAR );
> cam1->attach(osg::Camera::COLOR_BUFFER, m_rttScene.get(), 0, 0, false, 4, 0);
> cam1->addChild( sceneRootNode );
> m_CamerasNode->addChild( cam1.get() );
>
> //Cam2
> // The code for cam2 exactly the same, except this line:
> cam2->setViewport( m_rttWidth /2, 0, m_rttWidth /2 ,100 );
>
> The left half of the texture is correctly rendered, but the right side of the 
> texture (which should be rendered by cam2) is black!
>
> Anyone has an idea what could be wrong? Maybe something with the clear flags? 
> Or culling?
>
> Thank you!
>
> Cheers,
> Martin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41886#41886
>
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