Hi Robert, I solved my problem by flipping the scene upside-down for the prerendering. It has some limitations so I keep your suggestion in mind.
Thanks, Brede On 6/12/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Brede, You effects like this I tend to have a custom Node that manages a set of internal Camera that it updates then traverses. The osgShadow::ShadowMap and osgSim::OverlayNode are examples of this. Using the approach allows you to manage multiple cameras and multiple threading easily. Robert. On 6/11/07, Brede Johansen <[EMAIL PROTECTED]> wrote: > Hi, > > I'm looking for a way to update the view matrix of a scene camera > based on the position of the main (matrix manipulator controlled) > camera. This is needed to render the scene from under the water > surface to update a reflection texture for the water. > > I tried a camera cull callback but the model-view is pushed before the > callback is used in CullVisitor::apply(Camera&). > > Regards, > Brede > _______________________________________________ > 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/
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