What is the difference between the osg::CameraNode and the Producer::Camera? If there is no such big difference, I could use a Producer::Camera and do a postDrawCallback.

 
Let me take a crack at this; if I'm wrong, I'd like to be publicly shamed so that the correct answer will be engraved into my head.
 
My understanding is that Producer::Camera (and CameraGroup) is/are excellent for multithreaded rendering (with the traversal in a separate thread) and also for rendering to multiple displays (each with their own graphics card). osg::CameraNode, on the other hand, is well-suited for render-to-texture applications in which you'd like the offscreen rendering to be automatically culled if the results are not needed for the final rendered image.
 
Paul Martz
Skew Matrix Software LLC
303 859 9466
 
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