Hi, folks!
I have a question regarding to the rendering to texture and camera setup.
Actually I do understand how to setup all the things, but I need some
technical design help.
I have a class A which has a camera node. The camera do render the scene from
another view into a texture. I can access the texture through this class.
So my question is:
What is the best way to implement this:
1) Derive the class A from osg::Node and update the view of the camera by
updateCallback method of the osg::Node class. I mean when osgUtil::SceneView
calls update() method, then probably the updateCallback-Method of the Node
will be called, and then I have to update my camera view.
2) Derive A from Drawable and update the view of the camera in the
drawImplementation of the Drawable class. But what if the camera is not in
the viewing frustum of the main camera. Should then the BoundingBox of this
Drawable be equal to the scene ones or just big enough to be always rendered.
What about culling of nodes which are not in the view frustum of this camera?
How I have to call the CameraNode to let it render the scene into the texture?
Thanks
MfG, Art
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