move camera freeze code

0.6.3
Miloslav Číž 7 years ago
parent af38d3a47d
commit 1a4f351e3d

@ -806,6 +806,11 @@ namespace MWRender
osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
camera->setFinalDrawCallback(callback);
GLbitfield maskBackup = mViewer->getCamera()->getClearMask();
double clearDepthBackup = mViewer->getCamera()->getClearDepth();
mViewer->getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT); // don't render the main camera
mViewer->getCamera()->setClearDepth(0);
// at the time this function is called we are in the middle of a frame,
// so out of order calls are necessary to get a correct frameNumber for the next frame.
// refer to the advance() and frame() order in Engine::go()
@ -816,6 +821,9 @@ namespace MWRender
callback->waitTillDone();
mViewer->getCamera()->setClearMask(maskBackup);
mViewer->getCamera()->setClearDepth(clearDepthBackup);
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
}
@ -856,16 +864,8 @@ namespace MWRender
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLbitfield maskBackup = mViewer->getCamera()->getClearMask();
double clearDepthBackup = mViewer->getCamera()->getClearDepth();
mViewer->getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT);
mViewer->getCamera()->setClearDepth(0);
renderCameraToImage(rttCamera.get(),image,w,h);
mViewer->getCamera()->setClearMask(maskBackup);
mViewer->getCamera()->setClearDepth(clearDepthBackup);
rttCamera->removeChildren(0, rttCamera->getNumChildren());
mRootNode->removeChild(rttCamera);
}

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