Hi Brian, In 1.2 the role of CameraNode was mainly at as render to texture node, but also used by SceneView to manage its projection and view matrix, and the clear parameters. SceneView didn't support the RTT side of CameraNode though. In 1.2 the role of CameraNode hadn't been fully fleshed out.
In the SVN version of the OSG, osg::CameraNode is now named osg::Camera, and its role has become more central, with the osgViewer library's directly using it for topmost mast cameras, slave cameras, as well as supporting cameras in the scene graph. The viewer's Camera now also support RTT featuers, as does osgUtil::SceneView, although SceneView own role is now just as a implementation detail of osgViewer rather than a front line class. To see osg::Camera in action in the SVN version look to the osgcamera, osgmultiplecameras, osgprerender, osgdistortion examples. Robert. On 21 Apr 2007 05:22:58 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
Hi, I was poking around the OSG code and ran across the osg::CameraNode that is created in the SceneView class. I'm curious as to how I can benefit from having access to this node. I notice that it has a node visitor associated with it, but what isn't exactly clear is how the CameraNode is actually used. What is its role in OSG? Hypothetically, if I were to obtain a pointer to this CameraNode, could I modify it to render to texture instead of its default rendering method (whatever that may be)? Typically, I have always created separate CameraNode objects for use with RTT which works very well, but someone pointed out that a CameraNode is already obtainable from the SceneView class. From there I started wondering. Thanks, Brian _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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