Hi Andreas,
I think Producer::Camera::setOffset modifies the view matrix appropriately.

The osgwindows example (from OSG 1.2 anyways), sets up two windows (or 4 cameras) covering an extended area. Presumably the SVN version uses an alternative method.

- Edgar

Andreas Goebel wrote:
Hi,

though I have implemented successfully a high-res-screenshot camera using a FBO I cannot use this in my program, as it seems to work only on NVidia cards. FBO doesn´t work on older cards anyway, and unfortunately my customers (scool) usually run crappy hardware.

So I came up with another idea: I want to divide the screen into four rectangles, set the camera at each of those rectangles and then paste together my high-res screenshot. This has the advantage of running on any hardware and being able to use the graphics drivers anti-aliasing-feature (if available), which is usually not present for FBO.

So my plan:
- take the current view matrix
- compute from this four view-matrices that will give four pictures which will - pasted together - give the view of the current view matrix

Before I dig into vector-math myself my question is: Has anyone done something like this before? Or is there even a simpler solution, using glViewport, for instance? (I were not successfull using glViewport for this).

If noone has done it before, I will try myself and post the results here for anyone interested.

Regards,

Andreas

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