Hi Chuck,

The FBO and the actual graphics window are unconnected other than via
the graphics context, so window and FBO sizes are unrelated.

Perhaps what you are after is using the osg::Camera's Viewport to
target a portion of the whole FBO texture, and then have multiple
osg::Camera each with their own viewports targetting different areas
to create a texture atlas.

Robert.

On 1/30/07, Chuck Seberino <[EMAIL PROTECTED]> wrote:




Hello all,



I have an object that I need to render from a variety of different
orientations and I have setup an osg::CameraNode for each one.  They are all
tiled within a single large window (viewport is set differently for each
one).



I need to be able to perform off-screen rendering with this setup, but my
experience with using FBOs has been that you specify a separate texture for
each camera.  With my current setup, that requires several hundred small
textures that I need to manage.  Ideally I would like to pull the entire
window as a single texture, and I ultimately need it in system memory.



Is there some neat trick that I am missing to create a single FBO for the
entire window?



Any pointers would be appreciated.



Chuck



Chuck Seberino

seberino at energid dot org

Energid Technologies, Inc.


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