Robert
Thanks so much for your help. That makes a lot of sense. I'll go implement
the approach where the traversal is stopped at the shared subgraph root.
Regards
Hannes
On Tue, Apr 11, 2017 at 8:08 PM, Robert Osfield
wrote:
> HI Hannes,
>
> The osgViewer has a
HI Hannes,
The osgViewer has a mechanism for avoid multiple traversals of shared
scene graphs if mutlple View's share the same root node of the scene
graph. If shared component isn't the topmost node then the OSG has no
straight forward way to know whether a subgraph has been traversed or
not
Thanks Riccardo and Robert for your inputs.
Robert, yes you are correct that the only issue I had with the
CompositeViewer was that the same Node's callback would get called as many
times as views that it appeared in. This means that for example if I have a
simple update that would translate a
HI Hannes,
The CompositeViewer was written specifically for your usage case -
i.e. multiple Views.
I wouldn't recommend using slave Camera's for doing multiple views,
while possible it's just a mess in terms of management. slave
Camera's are tools for helping rendering a single view, but with a
Hi Hannes,
for the camera setup you're after I recommend using a SlaveUpdateCallback,
which will be called once per frame for each slave camera, allowing you to
manipulate the camera position/orientation at will.
Here's a code snippet:
// implement a slave callback to place the camera as you
I think I solved my own problem. I was planning to use
viewer.addSlave(cam,...)
and then use
cam->setReferenceFrame(osg::Transform::ABSOLUTE_RF)
to decouple the slave camera from the master. (If this is not the best
approach, I would still like to hear, but it seems pretty clean)
It turned
Hi all
I am trying to render a single scene from multiple viewpoints. I initially
implemented this with a compositeviewer as per the osgthirdpersonview
example. This worked fine except that my update callbacks appeared to be
getting called more than once per render cycle. I assumed that the
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