thanks for your help in this case and thanks for all your other replies,
you have been a great source of motivation and advice.
However, my problem has not been completely solved, yet. You were right,
with the single graphics context and window for all views, the textures
Windows should handle a window that expands ower multiple devices, in our
application we have a single graphicswindow set up on two screens, the
graphics window is handmodified to position itself in the top left corner,
0,-1080 in this case and extends past both screens. I then set up
I'm afraid you don't really say enough about the specifics of your
setup for others to know enough to help you.
With your View, do they are share the same GaphicsWindow? How do you
setup the pre render step? A slave Camera? A Camera in the scene
graph, how do you grab the live
Ok, sorry Robert, now more specifically:
Hardware/software: WinXP, Opteron 2 GHz, 1 GB Ram, Geforce 8800 GS, OSG 2.4.
The prerender node has 5 camera nodes, a textured rectangle is attached
to each camera node. The cameras render to texture in a defined
RenderOrder. The textures of the
The first problem to resolve is the fact that views are each using a
separate GraphicsWindow, this means a separate GraphicsContext for
each view, which in term means that FBO's/texture objects/display
lists have be duplicated for each context, unless you enable sharing
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