- GLint colorBits = 0;
- glGetIntegerv( GL_BLUE_BITS, &colorBits );
- textureWH = 256;
- rt = new RenderTexture();
- if( colorBits < 8 )
- rt->Reset("rgba=5,5,5,1 ctt");
- else
- rt->Reset("rgba ctt");
-
- if( rt->Initialize(256, 256, true) ) {
- SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
- if (rt->BeginCapture())
- {
- SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
- rtAvailable = true;
- glViewport(0, 0, textureWH, textureWH);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glDisable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_CULL_FACE);
- glDisable(GL_FOG);
- glDisable(GL_DEPTH_TEST);
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindTexture(GL_TEXTURE_2D, 0);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.0f);
- glDisable(GL_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
- rt->EndCapture();
- } else
- SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
- } else
- SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");
+ camera = new osg::Camera;
+ // Only the far camera should trigger this texture to be rendered.
+ camera->setNodeMask(simgear::BACKGROUND_BIT);
+ camera->setProjectionMatrix(osg::Matrix::ortho2D(-textureWH/2.0, textureWH/2.0, -textureWH/2.0, textureWH/2.0));
+ camera->setViewport(0, 0, textureWH, textureWH);
+ camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
+ camera->setRenderOrder(osg::Camera::PRE_RENDER);
+ camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ camera->setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f , 0.0f));
+ camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER);
+ osg::StateSet* stateSet = camera->getOrCreateStateSet();
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+ stateSet->setAttributeAndModes(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,
+ osg::PolygonMode::FILL),
+ osg::StateAttribute::ON);
+ stateSet->setAttributeAndModes(new osg::AlphaFunc(osg::AlphaFunc::GREATER,
+ 0.0f),
+ osg::StateAttribute::ON);
+ stateSet->setAttribute(new osg::ShadeModel(osg::ShadeModel::FLAT));
+ stateSet->setAttributeAndModes(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
+ osg::BlendFunc::ONE_MINUS_SRC_ALPHA),
+ osg::StateAttribute::ON);
+ if (!texture.valid()) {
+ texture = new osg::Texture2D;
+ texture->setTextureSize(textureWH, textureWH);
+ texture->setInternalFormat(GL_RGBA);
+ texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
+ texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
+ }
+ camera->attach(osg::Camera::COLOR_BUFFER, texture.get());
+ globals->get_renderer()->addCamera(camera.get(), false);
+ rtAvailable = true;
+
+ // GLint colorBits = 0;
+// glGetIntegerv( GL_BLUE_BITS, &colorBits );
+// rt = new RenderTexture();
+// if( colorBits < 8 )
+// rt->Reset("rgba=5,5,5,1 ctt");
+// else
+// rt->Reset("rgba ctt");
+
+// if( rt->Initialize(256, 256, true) ) {
+// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
+// if (rt->BeginCapture())
+// {
+// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
+// rtAvailable = true;
+// glViewport(0, 0, textureWH, textureWH);
+// glMatrixMode(GL_PROJECTION);
+// glLoadIdentity();
+// gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
+// glMatrixMode(GL_MODELVIEW);
+// glLoadIdentity();
+// glDisable(GL_LIGHTING);
+// glEnable(GL_COLOR_MATERIAL);
+// glDisable(GL_CULL_FACE);
+// glDisable(GL_FOG);
+// glDisable(GL_DEPTH_TEST);
+// glClearColor(0.0, 0.0, 0.0, 0.0);
+// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+// glBindTexture(GL_TEXTURE_2D, 0);
+// glEnable(GL_TEXTURE_2D);
+// glEnable(GL_ALPHA_TEST);
+// glAlphaFunc(GL_GREATER, 0.0f);
+// glDisable(GL_SMOOTH);
+// glEnable(GL_BLEND);
+// glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
+// rt->EndCapture();
+// } else
+// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
+// } else
+// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");