Hi Robert,
Well, I was hoping to be able to do the integration without modifications to
OSG. If such modifications proves to be necessary, then I agree with Jan that
we should wait for v0.7 to see if that integration is easier. It seems
unnecessary to change OSG for a problem that may disappear in later Oculus SDK
versions.
But I am happy to report that I have a working, flicker free solution. Although
I had to make a rather cumbersome call inside my pre draw camera callback to
get the FBO handle:
Code:
osg::Camera* camera = renderInfo.getCurrentCamera();
osgViewer::Renderer *camRenderer =
(dynamic_cast<osgViewer::Renderer*>(camera->getRenderer()));
if (camRenderer != NULL) {
osgUtil::SceneView* sceneView = camRenderer->getSceneView(0);
if (sceneView != NULL) {
osgUtil::RenderStage* renderStage = sceneView->getRenderStage();
if (renderStage != NULL) {
osg::FrameBufferObject* fbo = renderStage->getFrameBufferObject();
GLuint fboHandle = fbo->getHandle(ctx);
}
}
}
This also forced me to link with osgUtil. I don't know if there is a simpler
way of getting the FBO handle, which does not involve osgUtil?
Best regards
Björn
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=64683#64683
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