On 1/10/07, E. Wing <[EMAIL PROTECTED]> wrote:
> So just to see if I didn't mess anything else up and can get an image,
> should I insert a temporary camera node into the scene under the root
> node and do what I did? (And then remove the camera at the end of the
> function.)
You could try it.
So here's the new setup code in my draw routine.
osg::Camera* the_camera = new osg::Camera(*simpleViewer->getCamera());
osg::ref_ptr<osg::Node> root_node = simpleViewer->getSceneData();
simpleViewer->setSceneData(the_camera);
the_camera->addChild(root_node.get());
1) Create a new camera. I use the copy option to carry over the settings.
2) Save the old root node
3) Make the new camera the new root node.
4) Add the old root_node as a child of the new camera.
5) Do the same code I posted before to render to an image
6) Clean up by setting the old root node back to root (remove the new camera)
simpleViewer->setSceneData(root_node.get());
When I run this, I can now capture an image containing the OpenGL
clear color (solid blue). But I don't see the loaded model I used to
have. (If I don't clean up, then my onscreen rendering also loses the
loaded model and all I get is a solid blue scene.)
Any last things I can try to get the model captured?
Thanks,
Eric
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