Hello Everybody,

I have one scene camera for rendering the scene. I've attached a slave camera 
for
rendering the scene to 3 depth textures (I need 3 specific viewpoint renderings 
to 
depth). I'm trying to figure out the best way to approach this.

My first thought is to use the RenderBin draw callback for the slave camera. In 
this
callback, I would attach my depth texture to the fbo and render the first pass 
from one
viewpoint. I then would attach the second depth texture to the fbo and render 
the
second pass from a second viewpoint, and so on...

I would then render that particular scene from that viewpoint by calling
bin->drawImplementation() directly in my draw callback after I set the view 
matrix for
that one viewpoint and have set the attachment (depth texture) to the fbo. So 
for the
draw callback, there will be 3 calls to bin->drawImplementation().

It's more efficient to swap out attachments to an FBO than to switch between 
FBOs. So
I don't want to have a separate slave camera for each pass. I also don't want 
the extra
overhead of using 3 cameras when I can use one. Since these separate depth
renderings only occur when the object is in view during the normal scene 
rendering, I
don't need to do any extra culling.

Is this the right way to approach this? If so, how do you get the RenderBin to 
set the 
DrawCallback? None of the examples show this, which makes me believe it may be 
the
wrong approach.

Thanks for any input!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52827#52827





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