Hi Conan,

If you have a RTT Camera per View then the natural way to manage it would
be to have a slave camera on each View to do the RTT, and a slave Camera to
render a quad over the full viewport of that View.  The scene graph for
each of the View's would be the same.

Robert.


On 22 January 2014 20:50, Conan <[email protected]> wrote:

> I would like to be able render multiple views of an Entity in my scene
> from multiple viewpoints... Left side of entity, Top of entity, Front of
> entity for example.... I want the camera to be the same distance from the
> entity in each case.
>
> From what I have read today, I think I need to use a Composite Viewer to
> accomplish this.  So I would create the composite viewer and add a left
> view, front view and top view.
>
> It seems easy enough to set this up.  I have a simple test app that does
> this... each view renders the scene (although not from the correct
> viewpoint yet).
>
> What I really need to do though is set up each camera (left side camera,
> top side camera, front side camera) to render to texture then render that
> texture to a full screen quad in each view of the composite view.
>
> So basically...
>
> Left Side Camera -> Left Side Texture -> Left Side Quad in Left Side View
> Top Side Camera -> Top Side Texture -> Top Side Quad in Top Side View
> Front Side Camera -> Front Side Texture -> Front Side Quad in Front Side
> View
>
> How do I create the scenegraph for this?  Would all views share the same
> scenegraph?
>
> In past, when I have setup RTT in a single viewer, I have done something
> like this:
>
>     osg::ref_ptr<osg::Group> root = new osg::Group;
>     root->addChild( rttCamera.get() );
>     root->addChild( hudCamera.get() );
>     root->addChild( scene.get() );
>
>     osgViewer::Viewer viewer;
>     viewer.getCamera()->setComputeNearFarMode( 
> osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR
> );
>     viewer.setSceneData( root.get() );
>
>
> CD
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