Hi Ben,

Have a look at the osgdistortion example as it does exactly what you
describe you want to do.

Robert.

On 4 November 2014 19:53, Ben Strukus <[email protected]> wrote:

>  Hello,
>
>
>
> I'm looking to get the following scenario working:
>
>                 A scene with a HUD rendering on a distortion mesh using
> slave cameras.
>
>
>
> What I've tried so far is...
>
> 1.       A normal Viewer class with two Cameras in the scene graph, one
> on a pre-render pass that renders the main scene to a texture and one on a
> post-render pass that renders a screen space mesh with the other Camera's
> texture applied to it.
>
> 2.       A Viewer class with two Cameras attached as slaves, with the
> same pre- and post-render setup as above. The RTT (pre-render) Camera has
> the main scene as the child and the mesh (post-render) Camera has just the
> screen space mesh as a child.
>
>
>
> For these, I can get a HUD displaying on the following Cameras when I
> attach it as a child to the respective Camera:
>
> -          1's pre-render Camera, attached to the texture and set up as a
> FBO
>
> -          1's post-render Camera
>
> -          2's post-render Camera
>
>
>
> For my HUD, I'm simply creating a Camera with an Absolute reference frame,
> orthogonal 2D projection, and on the post-render pass. See osghud.cpp, as
> I've pretty much copied that with the modification of an optional Texture
> parameter.
>
>
>
> The part I'm having trouble getting to work is getting that HUD rendering
> to a texture when that RTT Camera is a slave of a View. The thing that
> baffles me is I can get it working on a non-slave RTT Camera in the same
> way, and I can get it working on a non-RTT slave Camera, but not the
> intersection of both.
>
>
>
> I've tried searching for a similar solution, but I haven't found anything
> for this specific scenario. Any help or direction would be appreciated. J
>
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>
>
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