Hi Mihai,

On 11/27/06, Mihai Radu <[EMAIL PROTECTED]> wrote:
Here are the snags hit while playing a bit with Camera[Node]:

 1. When trying to use it as a main render camera(s) for my app, I
couldn't because I need to have the option of multiple windows. Here I
don't know how to integrate it with osgProducer, RederSurface etc ...

osgViewer should make this type of usage clearer, you'll have a
osgViewer::View which has a master camera, and a list of slave
cameras.  If there are no slaves then the master camera does
everything, if their are any slaves then they take over all the
rendering work.

Then you'll have two options at the viewer level, osgViewer::Viewer
which will have a single View (but potentially multiple cameras making
up this view) - this will be equivilant to the current
osgProducer::Viewer.  There will also be an osgViewer::CompositeViewer
which will have multiple Views.


2. I tried to make a 'mounted camera' [ something like a security cam
etc... ], have a Camera[Node] attached to the transform of a node in the
scene with RELATIVE reference frame, so that I could have a camera that
moves with that object without having to do updates through osgGA
manipulator.
    Here there were 2 problems:
        - if I attach to the above Camera[Node] the entire scene (as in
the main scene) to be rendered, I get crashes (I suspect because there's
a loop in the SceneGraph, but I'm no sure)
       - the view from this Camera[Node] is being influenced by
manipulations of the main camera, ruining the whole effect

I can't comment on the cause of the crash, I'd need at least a stack
trace and alot more info about how you put the app together.

W.r.t CameraNode being influenced from above then its simply down to
using an ABSOLUTE reference frame.

Robert.


Cheers
Mihai Radu

Robert Osfield wrote:
> Hi All,
>
> I have just checked into CVS a bit more work on the road to the new
> osgViewer library, as part of this work I have renamed osg::CameraNode
> to osg::Camera.  This change could break the CVS build so please be
> weary, I've tried to dot all the i's and cross all the t's but there
> is always I chance I've missed something.  Please test and shout if
> something is amiss and I'll get to it ASAP.
>
> The motivation for the name change is the dual role that osg::Camera
> will have - one also a node in the scene graph for HUD's, RTT and
> special effects work, and a second role as camera above the scene
> graph at the viewer/application level - for the later role the
> osg::CameraNode name is rather out of place.
>
> I have left the include/osg/CameraNode header in place with an typedef
> osg::Camera CameraNode to help out with backwards compatibility.  I'll
> keep this in place for OSG-1.3, but in the longer term will remove
> this file to keep the overall API clean.
>
> Also as part of the new check in are the new osgViewer files,  Scene,
> View, Viewer, CompositeViewer and GraphicsWindowProxy.  Now these
> files are really just placeholders right now and aren't ready to use
> in any way so hold back from playing with them.  In another week or so
> I'll set to the task of filling their functionality out, and will talk
> much more extensively about where I'm heading with these classes then.
>
> Cheers,
> Robert.
> _______________________________________________
> osg-users mailing list
> osg-users@openscenegraph.net
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/

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