Hi Yefei,

If you app uses Producer::Camera then you can leave everything as is.
Internal to SceneView there will be CameraNode above your scene graph,
but OsgSceneHandler just maps all its projection and view matrix
settings on to SceneView and this stores them in its local CameraNode.
 As osgProducer user you'll be unaware of this change under the hood,
everything should compile just fine as before.

The real difference you'll see with the new Node is the ease of use it
brings to render to texture work.  Previously you used to have to
create cull callbacks that set up pre RenderStages, and it all got
rather hairy.  CameraNode replaces all this, and adds support for
pbuffers and frame buffer objects as well.  See examples the
osgprerender, osgprerendercubemap etc. for examples of this.  Do a
search for CameraNode in the examples.

The only example that uses CameraNode as a top level camera, in the
same style as a Producer::Camera is the osgcamera example.  This is
experimental code, testing the concept of multi-threading with
CameraNode and SceneView.

Robert.

On 6/28/06, Yefei He <[EMAIL PROTECTED]> wrote:
Hi, Robert,

    What is the relation between osg::CameraNode and Producer::Camera?
I wrote my application a long time ago, before the advent of CameraNode,
Viewport, etc. Maybe it's time for me to use the recent additions.
In my code, I use Producer::Camera, assign osgSceneHandler to it,
use SceneView to set the content of the view, and use Camera's
Lens and ProjectionRectangle to control the frustum and the render area.
Can they be achieved by CameraNode and Viewport? Also, does one
thread per camera apply to CameraNodes?

    Thanks,

    Yefei




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