[osg-users] Oculus + external view

Riccardo Corsi riccardo.corsi at kairos3d.it
Wed Jan 20 07:15:40 PST 2016


Hi all,

a small update:
with the same settings as in my previous email, but setting the Oculus
slave cameras to POST_RENDER,
both the main view and the Oculus work fine.
Maybe with the PRE render settings, the pre/post draw callback on the
oculus slave cameras
were not called at the right moment.

That said, I'm not sure if what I've tried is optimal/enough to achieve the
scenario I'm after...
Can anyone comment on this?

Thanks
Ricky


On Wed, Jan 20, 2016 at 1:16 PM, Riccardo Corsi <riccardo.corsi at kairos3d.it>
wrote:

> Hi Björn and all,
>
> at the moment the setup created by the osgOculusViewer is to blit the
> Oculus mirror texture in the viewer window on screen.
>
> I'd like to have the screen win to show a different result, from a third
> non-distorted camera.
>
> As a first test, I've tried to comment out the blit instruction (here
> <https://github.com/bjornblissing/osgoculusviewer/blob/master/src/oculusdevice.cpp#L772>)
> and re-enable the main camera graphics context, but it doesn't work:
> screen view is ok, but the Oculus is blank.
>
> Is there a simple way to test the scenario I'm after?
>
> Thanks,
> Ricky
>
>
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