-> have a look at void View::setUpViewForWoWVxDisplay(unsigned int screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float wow_disparity_M, float wow_disparity_C)<br>
{<br><br><br> osg::ref_ptr<osg::Camera> camera = new osg::Camera;<br> camera->setName("Front face camera");<br> camera->setGraphicsContext(gc.get());<br> camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));<br>
camera->setDrawBuffer(buffer);<br> camera->setReadBuffer(buffer);<br> camera->setAllowEventFocus(false);<br> // tell the camera to use OpenGL frame buffer object where supported.<br> camera->setRenderTargetImplementation(renderTargetImplementation);<br>
<br> // attach the texture and use it as the color buffer.<br> camera->attach(osg::Camera::COLOR_BUFFER, texture);<br> camera->attach(osg::Camera::DEPTH_BUFFER, textureD);<br><br> addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());<br>
<br><div class="gmail_quote">2009/1/5 Stefan Eilemann <span dir="ltr"><<a href="mailto:eilemann@gmail.com">eilemann@gmail.com</a>></span><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div class="Ih2E3d"><br>
On 5. Jan 2009, at 15:12, Adrian Egli OpenSceneGraph (3D) wrote:<br>
<br>
> Hi all<br>
><br>
> may we should use one single osg::Viewer as the main rendering<br>
> window, and all others as slave camera. (addSlave) with shared<br>
> context. if i am right understood what stefan told.<br>
<br>
</div>Yes, that sounds in line with the eq::Window::getSharedContextWindow().<br>
<br>
Basically 'the main rendering window' is the shared context window<br>
(the first of each pipe) and all others have the slave camera.<br>
<br>
<br>
Cheers,<br>
<font color="#888888"><br>
Stefan.<br>
</font><div><div></div><div class="Wj3C7c"><br>
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</div></div></blockquote></div><br><br clear="all"><br>-- <br>********************************************<br>Adrian Egli<br>