Re: [osg-users] Is a render to texture master camera critical?
Hi, I try the RTT master camera and for one view it works fine, but when I want to use multiple views in a composite viewer my trackball manipulators don't work. Only the first view get a new viewmatrix. There are any experiance about rtt cameras and camera manipulators? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45682#45682 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
Hi, Additionally, the manipulator for the first view only works if I move the window at the beginning. It seems to me it only works after the first window redraw event. I am not sure. My RTT camera has a viewport with x = 0, y = 0, width = textureWidth and height = textureHeight. Is that the problem? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45684#45684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
Hello all, I note only my post sent per mail. I tried the forum and this was the first time. Sorry about the confusing mails. However I hope someone understand my problem. I would like to state my question even more clearly. When I define a viewport like setViewport(0,0,800,600) to change the influence range of the trackball manipulator to the right top corner like (400,300,400,300)? I think that could solve my problem. Thanks Cheers, Martin Original-Nachricht Datum: Wed, 22 Feb 2012 15:56:15 +0100 Von: Martin Großer grosser.mar...@gmx.de An: osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] Is a render to texture master camera critical? Hi, Additionally, the manipulator for the first view only works if I move the window at the beginning. It seems to me it only works after the first window redraw event. I am not sure. My RTT camera has a viewport with x = 0, y = 0, width = textureWidth and height = textureHeight. Is that the problem? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45684#45684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
Hi all, I've tried to use the main camera as RTT in several applications and it works for me as well. But I'd like to ask a couple of questions on the post process passes instead: - is there any conceptual difference between using the final ortho camera as a in-graph POST_RENDER or as a viewer's slave one? - if using multiple post process passes, is it a good solution to add all of the post cameras as children of a group with TraversalOrderBin, to obtain a specific rendering order? Does this work correctly with all the threading models? Or is it better to explicitly assign to each camera its render order via setRenderOrder()? Thank you. Ricky On Fri, Jan 27, 2012 at 11:40, Tim Moore timoor...@gmail.com wrote: 2012/1/17 Martin Großer grosser.mar...@gmx.de: Hello all, A few weeks ago, I want to render my scene into a texture, which I want to use in the final rendering on a screen aligned quad. My first problem was I lost the shadows, because view dependent shadow techniques don't work with nested cameras. So I used a RTT slave camera. Now my Callbacks don't work, because they don't work with slave cameras (no update visistors for slave scene graphs). So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. There are any special explanatory notes for me? Is it a good or bad scene graph pattern for my use case? A couple of points: The default for a slave camera is to use the master camera's scene graph. In that case you don't need to worry about callbacks in the main scene graph. You can install an UpdateSlaveCallback if you really need it. See osg/View. If you set up your windows and contexts explicitly and assign them to slave cameras before calling Viewer::realize() or Viewer::run(), then the master camera will not be given a graphics context and won't be used for rendering. The manipulators will still update the master and Its view and projection matrices will be used to control the slave cameras if desired. When I play with RTT, I like to open the window and set up the graphics context with GraphicsContext::createGraphicsContext(), then assign that to the slave cameras that render the scene graph and display the rendered texture on the screen. I don't put the RTT camera in the scene graph. Tim Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
2012/1/17 Martin Großer grosser.mar...@gmx.de: Hello all, A few weeks ago, I want to render my scene into a texture, which I want to use in the final rendering on a screen aligned quad. My first problem was I lost the shadows, because view dependent shadow techniques don't work with nested cameras. So I used a RTT slave camera. Now my Callbacks don't work, because they don't work with slave cameras (no update visistors for slave scene graphs). So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. There are any special explanatory notes for me? Is it a good or bad scene graph pattern for my use case? A couple of points: The default for a slave camera is to use the master camera's scene graph. In that case you don't need to worry about callbacks in the main scene graph. You can install an UpdateSlaveCallback if you really need it. See osg/View. If you set up your windows and contexts explicitly and assign them to slave cameras before calling Viewer::realize() or Viewer::run(), then the master camera will not be given a graphics context and won't be used for rendering. The manipulators will still update the master and Its view and projection matrices will be used to control the slave cameras if desired. When I play with RTT, I like to open the window and set up the graphics context with GraphicsContext::createGraphicsContext(), then assign that to the slave cameras that render the scene graph and display the rendered texture on the screen. I don't put the RTT camera in the scene graph. Tim Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is a render to texture master camera critical?
Hello all, A few weeks ago, I want to render my scene into a texture, which I want to use in the final rendering on a screen aligned quad. My first problem was I lost the shadows, because view dependent shadow techniques don't work with nested cameras. So I used a RTT slave camera. Now my Callbacks don't work, because they don't work with slave cameras (no update visistors for slave scene graphs). So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. There are any special explanatory notes for me? Is it a good or bad scene graph pattern for my use case? Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de attachment: render_to_texture_scene_graph.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
Hello Martin, So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. That's always how I've done it too. I think it's fine. For me, the motivation was that I wanted my app to work whether I was doing normal rendering or RTT of the main pass + post effects on a full-screen quad afterwards, so the common factor between the two needed to be that the master camera did the main scene rendering. Then I can switch between the two cases by simply changing the renderTargetImplementation of the main camera, attaching the output texture to the main camera's color buffer, and finally setting the node mask of the child ortho camera (that has the full-screen quad) to non-zero value. Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is a render to texture master camera critical?
Hello Jean-Sébastien, yes, it helps. :-) thank you very much for your feedback. Cheers Martin Am 17.01.2012 18:21, schrieb Jean-Sébastien Guay: Hello Martin, So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. That's always how I've done it too. I think it's fine. For me, the motivation was that I wanted my app to work whether I was doing normal rendering or RTT of the main pass + post effects on a full-screen quad afterwards, so the common factor between the two needed to be that the master camera did the main scene rendering. Then I can switch between the two cases by simply changing the renderTargetImplementation of the main camera, attaching the output texture to the main camera's color buffer, and finally setting the node mask of the child ortho camera (that has the full-screen quad) to non-zero value. Hope this helps, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org