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
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