I kept playing with RTT and I noticed an issue:
If you do not set a single threading model then if you go from fullscreen to
windowed mode and back to fullscreen, the system hangs (I get a black screen
and I can only reboot) - you may have to press 'f' several times before the
hang occurs...
I
Ok, thank you very much for your help.
Now I think I'll make some tests with either FRAME_BUFFER or FBO targets and
see what I'll get.
Cheers.
Alessandro
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41239#41239
Hi Alessandro,
On 07/07/11 15:46, Alessandro Terenzi wrote:
Well, no, I was not re-creating the texture, so if I understood it
correctly: if I want to use the FRAME_BUFFER target I also need to
re-create the texture every time a resize occurs and also call
runCameraSetup as well, right?
If you c
Well, no, I was not re-creating the texture, so if I understood it correctly:
if I want to use the FRAME_BUFFER target I also need to re-create the texture
every time a resize occurs and also call runCameraSetup as well, right?
Actually the decision not to use FBOs is not final, I'm just trying
Hi,
Are you recreating the texture so that it fits the new view size? Are
you modifying the RTT camera viewport?
Above is however not needed when using FBO RTT, the texture size can
stay the same no matter what the final view window size is, unless you
want to match it pixel for pixel.
I d
Thanks JP,
after having searched the archives, I tried to create a cull callback and in
its operator() method I tried different things among adding these lines:
Code:
cv->getCurrentRenderBin()->getStage()->setCameraRequiresSetUp(true);
cv->getCurrentRenderBin()->getStage()->runCameraSetUp(cv-
Hi,
this is known behaviour. Currently OSG caters for the common case where
the size and attachments of the RTT camera does not change frequently.
There are workarounds. I suggest you search the list archives for
"runCameraSetup". You can also check how osgPPU handles resizes.
rgds
jp
On 0
Hi,
I just tried the prerender example by issuing the --fb parameter and I get the
same problem as described above...so I guess that this is the expected
behaviour even though it is not the effect one could expect.
So, is there something that must be done in order to use RTT when a window
resiz
I started playing with RTT cameras and, having looked at some OSG examples, I
tried my own code but when I switch from fullscreen to windowed mode the
rendered texture doesn't appear as expected: it seems not to cover the whole
quad as it does while in fullscreen, only a part of it is updated an
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