> 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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