I decided to go the extra mile and create another app that basically duplicates the Producer camera method with CameraNodes. The original Producer camera application was more of a test than anything. Long story short... the two running side-by-side were nearly identical. A little finagling of the Producer version's POV have the two running side by side, and I cannot tell the difference between them.
Thanks for the help. I especially am thankful for your confirming that the two methods should produce identical results. Not to mention, the CameraNode version works at a higher framerate than the Producer method. Thanks, Brian On 28 Dec 2006 03:14:39 -0000, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote : > > Thanks for the suggestion, but it did not work. Instead, the RTT is no > longer rendered and the texture, providing any exists, appears gray. I > also get the following error when trying this: > > RenderStage::drawInner(,) OpenGL errorNo= 0x506 > > which translates to INVALID_FRAMEBUFFER_OPERATION_EXT > > Any other thoughts? > > Thanks, > Brian > > > > On Wed, 27 Dec 2006 15:43:17 -0800, "Don Burns" <[EMAIL PROTECTED]> > wrote : > > > > > Try calling Producer::RenderSurface::shareAllGLContexts(true) before you > > create any RenderSurfaces (or call Camera::frame() ); > > > > -don > > > > On 27 Dec 2006 23:17:37 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]> > > wrote: > > > > > > Hi, > > > > > > I have developed an application that uses one camera that uses camera > > > nodes > > > to render a scene to a texture. It works fine and has no problems > (that I > > > know of.) > > > > > > I have recently been asked to create another window with a camera in it > > > that simply displays the texture rendered in my original application > > > window. I've tried setting up the new window's camera with either a > > > shared > > > RenderSurface object from the original application's window or its own > > > private RenderSurface object. In both cases, I cannot get the texture, > an > > > osg::Texture2D object created for the original camera, to display. > > > > > > What I wind up seeing is my scene along with a *partial* rendered scene > in > > > the original window, and in the new window, I see my quad rendered as a > > > gray image. The gray image persists even when the texture is not added > to > > > the geometry's state set, and the partial rendered scene that had > appeared > > > in the original window also disappears. This leads me to the conclusion > > > that the texture itself is not being seen by the second camera. > > > > > > Is there a way to get the second camera to recognize and correctly > display > > > a texture rendered by the first camera? The RTT does its job fine, and > a > > > quad using the rendered texture can be displayed in the original window. > > > It's only when I add the second camera that I have problems. > > > > > > Thanks, > > > Brian > > > > > > _______________________________________________ > > > osg-users mailing list > > > [email protected] > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
