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/
> > >
> > 
> > 
> _______________________________________________
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> http://www.openscenegraph.org/
> 
> 
> 
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