Hi Kenzo,

I wouldn't implement this type of management by reassigning a single
osg::Camera with different setting but use a different Camera.  I
would also leave alone the master Camera and instead prefer to
add/remove slave Cameras.

My guess to why you haven't been able to do what you want is the
rendering backend data structure that is assigned to the osg::Camera
to manage the the data accumulated during the cull traversal and which
is that traversed in the draw traversal.  The osg::Camera methods
relating to this data structure is:

        /** Set the Rendering cache that is used for cached objects
associated with rendering of subgraphs.*/
        void setRenderingCache(osg::Object* rc) { _renderingCache = rc; }

        /** Get the Rendering cache that is used for cached objects
associated with rendering of subgraphs.*/
        osg::Object* getRenderingCache() { return _renderingCache.get(); }

Perhaps resetting this RenderCache to 0 would do the trick.

Robert.

On 10 October 2012 22:12, Kenzo Lespagnol <kenzo.lespag...@cm-labs.com> wrote:
> Hi,
>
> I'm trying to disable a render-to-texture by removing the slave cameras, used 
> for the RTT, and by restoring the main camera. But it seems I'm not able to 
> restore my main camera to render into the frame buffer again.
>
> I set the main camera to render to texture by following:
>
> Code:
> mOrginalRenderTargetImpl = mInputCamera->getRenderTargetImplementation();
> mInputCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, 
> osg::Camera::PIXEL_BUFFER_RTT);
> mInputCamera->attach(mAttachedBufferComponent, mSceneTexture.get(), 0, 0, 
> false, antialiasing, antialiasing);
>
>
>
> And I'm restoring by this:
>
> Code:
> mInputCamera->setRenderTargetImplementation(mOrginalRenderTargetImpl);
> mInputCamera->detach(mAttachedBufferComponent);
>
>
>
> Is something I missed?
>
> Thanks.
> Kenzo
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=50555#50555
>
>
>
>
>
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