Hi All, I'm having an interesting problem. I have a scene with some "world space" objects (vehicles, terrain, stars ... etc) and some "screen space" objects (HUD displays, dials, gauges, overlay text ... etc.) I based the HUD part of my scene graph on the osghud example, so I have a POST_RENDER camera as the root of the screen space half of my scene. The "world space" objects are in a group node that sits at the same level as the camera node.
I also have a Camera::DrawCallback attached to each of my osgViewer cameras as a post-draw-callback. Here's the problem: Case 1: If I leave the camera node set to POST_RENDER, when the draw callback is called, only the world space objects are visible in the image that is generated. At runtime, the scene is visually correct, with the screen space objects showing up in front of the world space objects as expected. Case 2: If I change the camera node to a NESTED_RENDER camera, the draw callback works correctly (i.e. all world and screen space objects are visible), but world space objects can be drawn in front of the screen space objects. I've tried numerous combinations of render bins, and render orders, and render order numbers, but I cannot get it to work for both features. Here are my questions: 1.) Are postDrawCallbacks supposed to be called before the POST_RENDER camera sub graphs are rendered? 2.) Is there a way to ensure that the HUD displays are always drawn on top of the world space objects and make sure that the postDrawCallback will be called after they are rendered? Thanks In Advance, Justin
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