update:
It works with new camera, you just need to reassign scene to viewer.
void setWindow(unsigned int width, unsigned int height, bool
fullScreen) {
osg::ref_ptr<osg::Node> scene = mViewer->getSceneData();
if (fullScreen)
...
...
mViewer->setCamera(cam);
mViewer->setSceneData(0);//needed as viewer would not do a thing if
you set same scene twice.
mViewer->setSceneData(scene);
}
Cheers.
02.08.2012, 18:21, "Sergey Polischuk" <[email protected]>:
> Hi
>
> In your example:
> change line 34
> osg::ref_ptr<osg::Camera> cam = new osg::Camera;
> to
> osg::ref_ptr<osg::Camera> cam = mViewer->getCamera();
> and it should work.
>
> IDK why it doesn't work with new camera though...
>
> Cheers,
> Sergey.
>
> 02.08.2012, 14:58, "michael kapelko" <[email protected]>:
>
>> Hi.
>> I want to have window resize with full screen in my OSG game, but I'm
>> facing a problem. When I resize the window second time, the loaded
>> resources are lost. The resize is done by first setting screen
>> resolution and then creating graphics context.
>> How can I implement window resize with full screen without reloading
>> all game resources?
>> Thanks.
>>
>> PS: Sample source code is attached.
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> _______________________________________________
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