Hi Oliver,

On Tue, Apr 8, 2008 at 1:13 PM, Oliver Kutter <[EMAIL PROTECTED]> wrote:

>  Hi,
>
> isn't there anybody, who can answer my question (see below)?
>

I've just re-read you post and can't think of anything to say - as I really
don't know
what specifically is amiss.  I'd guess others don't know either.

Try providing a screen shot to tell us what looks wrong then we might be
able to help you.

Robert.


>
> regards
> Oliver
>
> Oliver Kutter schrieb:
>
> Hi guys,
>
> I have a question concerning the openscenegraph example "osghud". I have a
> similar scene like this example except that I don't want to display hud
> text. Instead I want to render some small coordinate system axes like the
> ones in 3d studio max in the left bottom corner.
>
> I still use openscenegraph 1.2, but I think this is not important for my
> problem.
>
> Now my graph looks like this: I have a sceneview with a camera, a root
> node and the main scene as a child of the root node.
> Now I constructed my stuff like the osghud example: I added a new camera
> to the root node as a new subgraph and then I added my coordinates system
> axes model as a child to that camera so that the axes and the main scene
> are not connected.
> I set up the viewport of that camera (2nd viewport) to the left bottom
> corner with size (100,100) similar to 3d studio max. Finally, my axes are
> displayed in the 2nd viewport, but not in the main scene. That is correct so
> far.
>
> Now my problem is that not only the axes but also the main scene is
> displayed in the 2nd viewport. This shouldn't be like that because the main
> scene is not a child of the 2nd camera.
>
> What am I doing wrong?
>
> These are my parameters which I set to the camera:
> osg::ref_ptr<osg::Node> _axes =
> osgDB::readNodeFile("../data/osg/coordinate_axes.osg");
>
> _camera->setProjectionMatrix(osg::Matrix::perspective(50.0, 1, 0.1,
> 10000.0));
> _camera->setViewport(0,0,100,100);
> _camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> _camera->setRenderOrder(osg::CameraNode::POST_RENDER);
> _camera->setClearMask(GL_DEPTH_BUFFER_BIT);
>
> _camera->addChild(_axes.get());
> _root->addChild(_camera.get());
>
> best regards,
> Oliver
>
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