<div dir="ltr"><div><div><br>have a look at the osgprerender example. That one renders to texture first, and then uses the contents of this texture for rendering to screen.<br></div></div><br><div>The osgscreencapture and osgposter examples also have options to render off-screen to FBO or pbuffers.<br><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">2016-08-18 13:19 GMT+02:00 Chris Thomas <span dir="ltr"><<a href="mailto:cthomas@soasta.com" target="_blank">cthomas@soasta.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi,<br>
<br>
I have an existing app I am developing, which itself is based on OpenGL. It uses an API that provides a 3D windowing system, with different media being displayed on planes, within this 3D space. All good...<br>
<br>
Except, its API does not offer anything near the flexibility, and ease of use of OSG. So.. how to use OSG within this app.<br>
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All of the examples I have seen so far, use a very similar patern, of the ilk....<br>
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Code:<br>
osg::ref_ptr<osg::Node> cessna = osgDB::readNodeFile( "cessna.osg" );<br>
viewer.setSceneData( cessna.get() );<br>
return viewer.run();<br>
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This is great, in that its very easy to get going, but its thew viewer() that is causing issues for me. Ideally the viewer would be able to render to a texture, rather than to a screen, or window on a screen. I basically need a headless 3D process running, where the OSG output is going to a texture.<br>
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Are there any examples of how to do this? Once I have a texture, I can easily copy its contents to my apps planes.<br>
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Thank you!<br>
<br>
Cheers,<br>
Chris<br>
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Read this topic online here:<br>
<a href="http://forum.openscenegraph.org/viewtopic.php?p=68415#68415" rel="noreferrer" target="_blank">http://forum.openscenegraph.<wbr>org/viewtopic.php?p=68415#<wbr>68415</a><br>
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