[osg-users] Camera question
wyattbsearp1881 at gmail.com
Wed Nov 4 12:47:34 PST 2009
Ok.. thanks for the information... Good stuff...
One last question... Is it possible to switch off a camera(s) in the
chain and only render with the remaining camera(s)? In other words
render with 1, 2 or 3 passes?
On Wed, Nov 4, 2009 at 2:39 PM, Paul Martz <pmartz at skew-matrix.com> wrote:
> Wyatt Earp wrote:
>> If I have a prerender camera for rtt, and another
>> camera which will take as input the texture from the rtt camera do
>> some "stuff" then render to texture the output, and then a third
>> camera which takes camera 2s output as input and performs then final
>> render... what would my scenegraph look like?
> It really depends on how you want the Viewer's Camera manipulator to work.
> Do you want it to manipulate Camera 1 or do you want it to manipulate your
> final render camera? It also depends on what kind of scene geometry you are
> rendering for each of your Cameras.
> Here's one way to do it:
> I would have your Camera 2 configured as prerender at the top of the scene
> graph. I would have your Camera 1 also configured as prerender and added as
> a child to Camera 2. The I would setSceneData in osgViewer::Viewer, passing
> in Camera 2 -- osgViewer's built-in Camera will be the "final render" camera
> in your example.
> The problem you typically run into with this kind of setup is that you want
> to attach a camera manipulator to the osgViewer::Viewer, but you want it to
> manipulate the matrices in Camera 1, not the top-level Viewer ("final
> render") Camera. You can do this with some fairly hairy rewiring, but...
> Here's another way to do it:
> Use the osgViewer::Viewer Camera as Camera 1 in your example. So you'll need
> to call Viewer::getCamera()->attach to make it into an RTT Camera (just like
> you would any Camera). For the top of your scene graph, you'll probably want
> a Group with Camera 2 as a child. Camera 2 is configured as post render, and
> it will have the "final render" Camera as a child, also set up to post
> render. In addition to having Camera 2 as a child, your top Group node will
> probably also be the parent of the geometry you need to render in your first
> render pass.
> With this configuration, the camera manipulator attached to Viewer will
> manipulate the matrices in Camera 1 without the need for fancy rewiring.
> That is the most common case, as Camera 1 in your example is usually the
> parent of a large scene graph, whereas Camera 2 and the "final render"
> Camera are usually just rendering screen-oriented textured quads and
> therefore do not need a camera manipulator.
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