Hi Frank,
If you nest a Camera below another Camera it operates within the the
parent Camera's RenderStage (the RenderStage is the rendering
back-ends way of managing what to draw each frame), and if it's
assigned as a PRE_RENDER then it'll be drawn before the main body of
the context of the paren
Thank you, Paul and Robert.
Just as a suggestion, it may be useful to have a way for NESTED_RENDER ordered
cameras to render to a texture. It's my understanding, from looking at the code
and from past forum posts, that NESTED_RENDER cameras ignore the camera RTT
stuff. I was hoping that attachi
Hi Frank -- Just adding to what Robert said:
Although FrameBufferObject does derive from StateAttribute, I have never seen it
used as an attribute attached to a StateSet. Rather, it's something that Camera
uses essentially internally.
Previous postings from Art Tevs (osgPPU) have warned of is
HI Frank,
The way you usually use osg::FrameBuffrerObject is associated with a
render to texture osg::Camera. You assign the various buffer settings
on the osg::Camera including any textures you want to assign it to and
then the OSG's rendering backend will create the required FBO's and
assigned
Hi,
I'm looking at the source code for osg::FrameBufferObject, and as far as I can
tell, I just have to set this as an attribute on a node's StateSet and be done
with it?
If this is true, then can I use it in conjunction with Nested Render cameras in
order to get render-to-texture cameras tha
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