Hi Daniel,

Rather than keeping resetting and reassigning the graphics context I would
keep them assigned all the time and instead hide the window and set the
associated camera mask to 0x0.

Robert
On 10 Feb 2013 18:53, "Daniel Krikun" <[email protected]> wrote:

> 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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>
>
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