Canvas troubleshooting: Difference between revisions

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{{cquote|I believe that we need to distinguish between different render to texture cameras. Camera nodes must be accessible from within flightgear. That ones that will end in mfd displays or hud or whatever that is pinned into models. And one that are real application windows like what you describe - additional fly by view, and so on. And I believe that we should keep that separate and not intermix the code required for application level stuff with building of 3d models that do not need anything application level code to animate the models ... I think of some kind of separation that will also be good if we would do HLA between a viewer and an application computing physical models or controlling an additional view hooking into a federate ...<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg17026.html|title=RFC: changes to views and cameras|author=Mathias Fröhlich |date=30 Jun 2008 22:46:34 -0700}}</ref>|Mathias Fröhlich }}
{{cquote|I believe that we need to distinguish between different render to texture cameras. Camera nodes must be accessible from within flightgear. That ones that will end in mfd displays or hud or whatever that is pinned into models. And one that are real application windows like what you describe - additional fly by view, and so on. And I believe that we should keep that separate and not intermix the code required for application level stuff with building of 3d models that do not need anything application level code to animate the models ... I think of some kind of separation that will also be good if we would do HLA between a viewer and an application computing physical models or controlling an additional view hooking into a federate ...<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg17026.html|title=RFC: changes to views and cameras|author=Mathias Fröhlich |date=30 Jun 2008 22:46:34 -0700}}</ref>|Mathias Fröhlich }}


{{FGCquote
  |I have an animation that I call rendertexture, where you can replace a texture on a subobject with such a rtt camera. Then specify a usual <br/>
scenegraph to render to that texture and voila. [...] The idea is to make mfd instruments with usual scenegraphs and pin that on an object ...
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/19718354/
    |title=<nowiki>Re: [Flightgear-devel] RFC: changes to views and cameras</nowiki>
    |author=<nowiki>Mathias Fröhlich</nowiki>
    |date=<nowiki>2008-06-28</nowiki>
  }}
}}


With Canvas textures typically not rendering any scene/scenery data (terrain), we don't necessarily need those Cameras to render within the main viewer. This is intended to help better leverage OSG-level concurrency support by using a separate CompositeViewer instance to render Canvas textures, without having to change the main OSGViewer and its threading mode:
With Canvas textures typically not rendering any scene/scenery data (terrain), we don't necessarily need those Cameras to render within the main viewer. This is intended to help better leverage OSG-level concurrency support by using a separate CompositeViewer instance to render Canvas textures, without having to change the main OSGViewer and its threading mode:

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