Hi Goran,

Do you want your camera views to appear on screen, or is it purely for the purposes of snapping images?   Do you just want to snap and image once or once per frame?

I'm afraid I know nothing of opencv IPLImages.  Could you elaborate?

Robert.


On 9/20/06, Goran Tusek <[EMAIL PROTECTED]> wrote:
Hi Robert,

thank you for the fast reply.

> I'm not really sure what you are after though, could you explain what
you are trying to do from a higher level?

1.) I would like to place multiple cameras (>4) manually, so the cameras
are evenly distributed in space and pointing to a center point where an
Cal3D character stands.
2.) Then render to an image from each camera. So I can create opencv
IPLImages....

I have allready done 1.), but I used Producer::Camera (I'm new in OSG)

Thx,
Goran

Robert Osfield schrieb:
> Hi Goran,
>
> Producer has support for pbuffer RenderSurfaces, but not support for FBO.
>
> FBO support is provide via osg::CameraNode, and you can't create an
> FBO without a graphis context, so you do at least need to create a
> RenderSurface first, then within its graphics context run the OSG with
> the camera node.
>
> The easist option is to just create a number viewer, and add a FBO
> CameraNode to it.
>
> I'm not really sure what you are after though, could you explain what
> you are trying to do from a higher level?
>
> Robert.
>
> On 9/20/06, *Goran Tusek* < [EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     Hi osg-users,
>
>     It would be great if someone could give me a hint what to do about the
>     following:
>
>     I have code with
>     Producer::Camera (, Producer::CameraConfig,  osgProducer::Viewer
>     viewer(myCameraConfig)...)
>
>     and need the Producer::Camera's to render to Image,
>     like in the osgprerender.cpp exsample:
>
>     osg::CameraNode* camera = new osg::CameraNode;
>     ...
>     // tell the camera to use OpenGL frame buffer object where supported.
>     camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
>
>     osg::Image* image = new osg::Image;
>     //image->allocateImage(tex_width, tex_height, 1, GL_RGBA,
>     GL_UNSIGNED_BYTE);
>     image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);
>
>     // attach the image so its copied on each frame.
>     camera->attach(osg::CameraNode::COLOR_BUFFER, image);
>     ....
>
>
>     Any suggestions? Thx,
>     Goran
>
>
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