Hello all, I have 2 windows, and 2 cameras, I would like to be able to assign each camera to render to one of the windows independently, lets say via UI. If there is a window to which no camera is assigned I would like to hide it. If 2 cameras are assigned to the same window, I don't care what will be displayed in that window.
So I prepare some UI, set up osgViewer::CompositeViewer with two GraphicsWindows, created like this: osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->x = 60; traits->y = 60; traits->width = 800; traits->height = 600; traits->windowDecoration = true; traits->doubleBuffer = true; osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get()); I set up 2 instances of osgViewer::View, call: view->getCamera()->setGraphicsContext(gc); for each of the views. Then, on UI event I add an osg::Operation to update operations queue. The operation either sets view cameras graphics context to NULL (if I want to discard camera output) or to one of the above-mentioned contexts created in the beginning. I also invoke invoke viewer->stopThreading()in the beginning of the operation code and viewer->startThreading() at the end of it. What I observe is, that about one in three times when I perform such operation, I see some noisy junk all over the window. I also do some rendering to texture and post-processing but this is almost surely not the problem, it works just fine. However, the noise I see is somehow correlating w/ noise I apply in post-processing. Could you please advise on this matter? NB: I'm using Windows XP sp3, NVIDIA GTX 670, OpenSceneGraph-2.9.8. -- Daniel Krikun
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