Hi Alexandre, You shouldn't need to use a render to texture approach to set up drive displays,as each slave camera can just render 60 degrees of the overall FOV (plus a little bit if you are edge blending). All you'd need to do is set the slave cameras view offset matrix so that the left and right displays are rotated by 60 degrees. The osgwindows example does this rotation trick, but for two windows/slave cameras, it should help provide some guidance though.
Robert. On 19 August 2013 20:38, Alexandre Vaillancourt < [email protected]> wrote: > Hello List and Forum, > > We're developing an application that aims to take the best advantages of > "ultra-wide screen", which in our terms is basically using 3 widescreen > monitors. > > Since our camera is to be of a kind of "first person", I'd like to be able > to display a field of view of about 180 degrees. > > I've been able to achieve that by using something like what's in > osgdistortion, which is using a CompositeViewer with the main camera and 3 > slave cameras. > > Now the items that should look "straight" are now "bent" at the 2 viewport > junctions. > > So the 2 options I found were: > 1) RTT everything that is in the scene and draw the texture on a distorted > polygon (like in osgdistortion) > 2) Draw on a quad and use a shader to distort the quad or what's on it. > > Questions: > 1) In both cases I need to draw to a texture. > ---> camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, > osg::TextureCubeMap::POSITIVE_Z); > This approach uses 6 faces of a cube map. Is there a way to use only 3 > cameras, i.e. tell the camera to draw only on a part of the texture? > > 2) Would there be a way to tell the viewer to draw on a texture instead of > the cameras? > > 3) Is the shader approach the best or the textured mesh is better? > > > Thanks all; and sorry if I'm not too clear, it's not much clearer to me :P > > > > -- > Alexandre Vaillancourt > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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