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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