HI Jochen,
On 18 March 2018 at 18:08, Jochen Maier wrote:
> I know that the way is to realize this is using different cameras and render
> to texture. But I don't know how to initiate the rendering-process; I only
> know this by calling Viewer::frame(). I thought there is
Thank you very much Robert :)
Okay, I'll take a look at the examples you had talked about.
I know that the way is to realize this is using different cameras and render to
texture. But I don't know how to initiate the rendering-process; I only know
this by calling Viewer::frame(). I thought
HI Jochen,
What you need to do is use a render to texture (RTT) technique, with
rendering the six scenes to six separate textures or the six scenes to
the six faces of a cube map texture. The OSG supports both approaches
and each approach is essentially the same setup - you create an
osg::Camera
Hi,
Knowing the 3D coordinates of a point, is there an easy way in OSG to
> compute its 2D projected equivalent (i.e. in pixel coordinates)?
Yes. In general your pixel coord is computed as:
pixel_coords = WindowMatrix * ProjectionMatrix * ViewMatrix * ModelMatrix *
point;
Your solution may
Hi,
I want to do something like offscreen rendering.
What I want to do exactly:
I have one or more scenes (scene graphs) and one final scene.
The final scene contains a cube which has 6 different textures.
Now I have 6 different scenes (scene graphs).
I want to render all these 6 scenes in 6
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