Hi Robert,
Really not sure what is going on because your using the OSG in a bit
of odd way. SceneView itself has its osg::Camera which can be
accessed via SceneVIew::getCamera()
& setCamera(..), whereas you are creating your own camera and
assigning as a scene graph via setSceneData() - this ends up with two
Camera's which could certainly lead SceneView to some confusion.
I wanted to leave the sceneview intact. I thought that I could have more
than one camera? In fact I already have more than one camera, as I use a
HUD, too.
I only assigned the camera with setSceneData, because I need it to be
part of the scene, don´t I? After taking the screenshot, I set the old
scene back as scene-data, the screenshot-camera then is deleted.
Or can I make the extra-camera "shot" when it´s not part of the scene
that is currently being rendered? This would be useful, but I think, I
need an OpenGL-context, don´t I?
The better way would be to take your RTT camera and assigned it
directly to the SceneView using setCamera. This should now work in
the SVN version of the OSG.
Well, but then I don´t have the "normal" camera anymore, which renders
to the screen?
Another route would be to do something like what the SVN vesion of
osgdistortion does - it has a Viewer that contains a set of slave
cameras, these slaves doing the RTT work.
This would be surely a good way if I was using an osg::Viewer.
So can´t I have multiple cameras when using osg::SceneView?
Regards,
Andreas
Robert.
Robert.
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