Hi Mathias, If you used a FBO to capture the image then you could possible just embed the video recording camera into the viewer, and then use the node mask to switch it off when you don't need it.
Alternatively, if you want a fixed frame rate that is decoupled from the main viewer then you might be forced to runa separate viewer with its own thread running its frame loop. You'll need a separate copy of the scene graph for this though. Actually this might even be best done a separate application that you can run in the background and just get it to watch the main apps view matrices and settings. As part of the core OSG's viewer library there is a limit on how much flexibility we can provide without ending up with a really convoluted API and implementation. Robert. On 6/4/07, Mathias Froehlich <[EMAIL PROTECTED]> wrote:
Hi Robert, On Friday 01 June 2007 18:05, Robert Osfield wrote: > On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote: > > okay, and in this case, is it possible / tested to have multiple viewers > > on the same OpenGL Context ?... > > You can multiple views that share the same graphics context, but > you'll need to use a single CompositeViewer for it to ensure that the > threads are sycronized. > > You also need to realistic, frame rate is governed by the swap buffers > of a window, when you do swap buffers all cameras drawing to that > window have to redrawn, you can't selectively say I just want swap > buffers on one cameras viewport on that window. Well, I can see an application of a frame rate limit for specific contexts. I would like to make mpeg movies from a running simulation with an existing viewer with one or more windows. The idea is to attach an additional pbuffer slave camera with a post render callback that converts the resulting image to yuv and writes it into a pipe to an external encoder program. Using an additional camera will ensure that you are free to resize the window that is displayed and that you do not rely on other windows not being on top of the opengl window. Obviously it is a waste of cpu/gpu power if this is done with 60 hz. Rendering with 30 hz - that is omitting every second frame - for that kind of slave camera would be good. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/