Okay,
Code:
// window / slave
camera = new osg::Camera();
osg::Viewport* viewport;
/// {
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = 300 + 0;
traits->y = 100 + 0;
traits->width = nr::width;
traits->height = nr::height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->samples = 4; // MSAA
traits->vsync = false;
viewport = new osg::Viewport(0, 0, traits->width, traits->height);
gc = osg::GraphicsContext::createGraphicsContext( traits.get() );
gc->getState()->setUseModelViewAndProjectionUniforms( true );
gc->getState()->setUseVertexAttributeAliasing( true );
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera = viewer.getCamera();
camera->setName( "Main" );
camera->setGraphicsContext( gc.get() );
camera->setClearColor(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setViewport( new osg::Viewport(0, 0, traits->width,
traits->height) );
//camera->getOrCreateStateSet()->setTextureAttributeAndModes( 0,
texture, osg::StateAttribute::ON );
camera->setDrawBuffer( buffer );
camera->setReadBuffer( buffer );
camera->setRenderOrder( osg::Camera::RenderOrder::PRE_RENDER );
//camera->setRenderTargetImplementation(
osg::Camera::FRAME_BUFFER_OBJECT );
camera->attach( osg::Camera::COLOR_BUFFER0, texture );
//camera->attach( osg::Camera::COLOR_BUFFER, texture, 0, 0, false, 0, 0
);
//viewer.addSlave( camera, osg::Matrix(), osg::Matrix() );
//viewer.setCamera( camera ); // unnecessary / messes up z-ordering ...
//camera->addChild( root.get() );
/// }
This makes a window. I get it that a window is backed by a camera / GC.
So naturally, since I'm using the original camera, my camera, 'Main', will
render to its window. It would be ideal to turn this off, and only have this
camera render to a hidden buffer (FBO?). Using a pbuffer / pbuffer-rtt is
overkill and I'm not sure I understand that approach.
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70251#70251
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