I have tried that. It does render the scene at the half resolution, but the 
camera controls are messed up because it it functions on the viewport of the 
RTT camera, which is smaller than the HUD camera's viewport.

[quote="robertosfield"]Hi Sander,

Simply create the RTT Camera with a Texture that is half the main windows 
dimensions and set up the viewport of the RTT Camera to those dimensions.

Robert.


On 13 November 2014 15:15, Sander Meessen <[email protected] 
([email][email protected][/email])> wrote:
[quote]Hi,

I am trying to render the main scene at half resolution, but stretch the 
resulting image to the normal full resolution (to get a pixelated result).

I partially using the RTT setup from the OSG 3.0 Cookbook. My main camera is 
the RTT; it renders the entire scene to a texture attached to its color buffer. 
Next a HUD camera renders the texture to a screen quad. This part works fine.

Now is the goal to render the main scene to a half resolution texture. I tried 
setting the RTT camera's render texture to half resolution, but this doesn't 
affect anything.

I can render at half resolution by changing the main camera's viewport to half 
resolution and keeping the HUD camera's viewport at full resolution. But then 
the camera controls (from OsgEarth) are messed up because they function on the 
small (invisible) viewport of the main camera.
(Basically the same approach as discussed here 
[url=http://forum.openscenegraph.org/viewtopic.php?t=8491]http://forum.openscenegraph.org/viewtopic.php?t=8491[/url],
 but I am not using OsgPPU)

I hope someone can help.


Thank you!

Cheers,
Sander

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