Hi Ben, Try placing the Text HUD Camera in the scene graph underneath the main scene Camera and leave all the frame buffer/texture attachment settings blank, this way it'll inherit the current frame buffer configuration from it's parent.
Robert. On 4 November 2014 20:58, Ben Strukus <[email protected]> wrote: > Hi Robert, > > > > The osgdistortion example is a great resource and I've used it quite a bit > to set up the RTT and the distortion mesh, however when it comes to > rendering a HUD (text, in my case) to that texture using slaves, I'm not > seeing that being done in the example. > > > > Here's what I have: > > - A slave camera that renders the main scene to a texture. > > - A slave camera that renders a screen-space mesh with the above > texture applied to it. > > - A lone camera acting as a HUD that I would like to render to > the texture, but can't seem to get this working. > > > > I've tried attaching the lone camera as a child of the RTT camera, and > that doesn't seem to work. > > I can get it to work when the RTT camera isn't a slave, but as soon as I > make it a slave it doesn't work. > > I can get the HUD to render directly to the screen when I attach it as a > child of the screen-space mesh camera, however it won't appear distorted. > > > > *From:* osg-users [mailto:[email protected]] *On > Behalf Of *Robert Osfield > *Sent:* Tuesday, November 04, 2014 12:14 PM > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] Slaves, RTT, and HUD > > > > 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 > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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