> > I'm not sure I follow--picking is done on an osgViewer::View* pointer, > using View::computeIntersections. I could definitely be missing > something, but I'm not sure how a camera setup would change this? >
I was referring to the slave camera setup in the osghud example: osg::Camera* hudCamera = createHUD(); //... viewer.addSlave(hudCamera, false); Which seems like a nice setup, but if you were to add osgWidgets nodes to the hudCamera, they wouldn't get intersections since View::computeIntersections only intersects through the master camera. It's probably not a significant issue, since there are lots of other setups that don't have that problem. Anyway, thanks for writing this stuff - it's very helpful. -Max Bandazian
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