>
> 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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