Hi Bart,

This is a fairly specialised use case for osgOcean and wasn't really
considered in the initial design. osgOcean uses a custom cull traversal
within ocean scene which controls all of the prerender and postrender
passes. I fear that it may be this cull traversal that is messing up your
pbuffer context.

Take a look at the code in OceanScene in particular the cull traversal,
maybe you'll be able to figure out a solution from that.

Regards,

K.

On 6 November 2011 01:16, bart gallet <[email protected]> wrote:

> Howdy all
>
> I am using OSG for generating synthetic environments for AI agents. The
> one I am working on in particular flies over water, so using osgOcean seems
> to be the right choice here.
>
> I have two views: one that chases the vehicle and one that is taken from
> the vehicle's payload (pan-tilt-zoom camera).
>
> I have a third context, a pbuffer, that is assigned to a camera slaved
> with the pan-tilt-zoom camera, so that I can easily ship the pixelbuffer to
> CPU space where the AI processes the images (according to what the
> pan-tilt-zoom camera sees).
>
> I have an issue though: for some reason the ocean scenery is not rendered
> in the pbuffer but I do see it in my chase view and in my pan-tilt-zoom
> view (to which my off screen camera is slaved). I just get the default
> blueish-purpleish background (my pixel data is 33f33f33f33f33f....) in the
> saved images.
>
> However, if instead of the ocean scene I use a terrain loaded from a
> terrapage database, I am actually able to render the scene in my pbuffer.
>
> Does anybody know of an issue with rendering osgOcean off-screen?
>
> Also, I had to force my pan-tilt-zoom viewer to single threaded, because
> otherwise it didn't work (Windows Error #170: [Screen #0]
> GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current
> OpenGL rendering context. Reason: The requested resource is in use.).
>
> My system: Intel Core i7 CPU Q820, 8GB, Windows 7 (service pack1) NVIDIA
> Quadro FX 1800M and using latest release version of OSG.
>
>
>
> Thank you!
>
> Cheers,
> bart
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=43717#43717
>
>
>
>
>
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