Hi Arts and have a happy new year
Ok so I have decided to make a simple stand alone application to test what you
said : create a new camera as a child of the main camera, the child camera will
be the FBO camera for the PPU processor
here is a part of my code :
Code:
void
Hi Art,
I will try to add a camera node as a child of the main camera.
I will also try to disable the main camera callback
Thank you!
Cheers,
Sebastien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21492#21492
Hi Art, thx for your answer
Sure you can know what the host application is doing, and unfortunately neither
am I ... But I am trying to understant what is modified by the application,
that's why I need some help...
I have check in debug mode the run time passes throught the Unit::traverse
Hi Sebastian,
seb wrote:
I did what you suggest, and I have a black screen, like there was no root. I
have one question about your graph, did you mean that the main camera node
has 2 children : the osgPPU processor and the custom FBO camera with your
graph ?
Have you tried just to
Hi Art,
With the graph you propose, I have the back screen, I have checked and the
scene graph is correct, I didn't forget to attach any nodes, so I do not
understand.
By modifying directly the main camera,I did it too, and I have the scene with
no osgPPU (no resambled scene) like I explained
Hello,
seb wrote:
With the graph you propose, I have the back screen, I have checked and the
scene graph is correct, I didn't forget to attach any nodes, so I do not
understand.
Try this first in your own application before going to the unknown thing.
By modifying directly the
Hi,
In my application, I just add this code on the init part :
Code:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setTextureSize(width, height);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER,
Hi Sebastian,
try to change the line:
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
into:
m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any
problem, because osgPPU just
Hi,
I tried with FRAME_BUFFER_OBJECT but I have the same result (ie no results ^^)
But I think I have to explain my program context. In fact, I am developping a
plugin for a closed application (I do not have the source of this application);
within this plugin I have an access to the root scene
Hi Sebastian,
of course I can not know what the host application is doing. You can run the
application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print
information about their execution on the console. So if you do not see there
anything, then it might be that they are disable for
10 matches
Mail list logo