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. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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