What also works for me is to take my render to texture slave cameras out of
the scene graph group
they are contained in. For thread safety, this has to happen in an update
callback.
I use this method for computation in GLSL, so the computation is only
triggered when it's necessary
and not in every
Hi,
Thank you very much Robert, this solves my problem !!!
Cheers,
Etienne
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Hi Etienne,
To toggle on/off a Camera the most efficient way to do it is to toggle
it's NodeMask i.e
// switch off
slave_camera->setNodeMask(0x0);
// switch on
slave_camera->setNodeMask(0x);
Robert.
On 15 June 2016 at 10:07, Etienne de Sarrieu
wrote:
> Hi,
>
> Due to performance
Hi,
Due to performance consumption, I am trying to disable rendering of a slave
camera, but it seems impossible. The camera is _pov_camera, and is defined as
below :
Code:
void MySensor::initialize()
{
Sensor::initialize();
// Master camera depth texture
_input_depth = new osg::Te
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