> You are mostly on the right track. Good to hear... the previous postings described it, but I wanted to make sure I was "getting it". > A couple of clarifications: > A view's Master Camera can be active (have its own GraphicsContext) or passive (no GraphicsContext). This is an area I haven't seen too much written about (maybe my archive search skills need to be better, though). Looking at osgCompositeViewer example... - I see where a CompositeViewer is created - I see where the "-1" argument would create a view and add it to the viewer - I see where the "-2" argument adds 2 views - I see where the "-3" arg (or no args provided) not only creates views, but also creates Traits, then a GraphicsContext using the Traits, then passes the context to each of the Cameras it created Again, if you'll pardon beginner questions: 1) When the "-1" or "-2" arguments are used, is a default graphics context created? 2) In general, when should one consider creating a context per Camera vs. sharing a context between Cameras? 3) Can multiple cameras in the same Viewer have dramatically different context traits (e.g., different RGB depths or double-buffering enabled on one and not the other)? 4) (similar Q) If one View in a CompositeViewer had a Camera with a GraphicsContext with "windowDecoration" (in MS Windows, the border) enabled and another View had a GraphicsContext with decoration disabled, who wins? I'll stop here in case I'm missing a significant point in regards to GraphicsContexts. Under 1.X I had more or less associated them conceptually with Producer's RenderSurface and hadn't really taken the time to look deeper. Thanks again for the information on my earlier post - it really helps. Regards, Dan
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