Hi Folks, I have tried to create HUD for textured quad. I have read all about archive and looked to osgHUD sample but it isn't working for textured quad. And same time given code works for text. I can create HUD text on the screen but can not create textured quad on the screen. I know giving lots of code isn't good for you but I will paste all of them if anyone want to look for find out the problem.
If created texture quad add as a child to the root node, it works without giving any problem. But if add as a child to the osg::Camera node it get visible and is seen nothing. I think so, the problem is in osg::Camera node which was initilazed by; /----------------------------------Camera-------------------------------------/ // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::ref_ptr<osg::Camera> camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // add geode to the camera node as a child camera->addChild( geode ); /----------------------------------Camera-------------------------------------/ Best Regards. -- Ümit Uzun, Environmental Tectonics Corporation Turkey ODTU Teknokent Gumus Bloklar A Blok Zemin Kat Bati Cephe Suit 1 06531 ODTU Ankara, Turkey Tel: 90 (312) 210 17 80 Fax: 90 (312) 210 17 84 E-Mail: umituzun84<at>gmail<dot>com Website: http://www.etc-turkey.com /---------------------------------------HUD---------------------------------------/ int main() { osg::Vec3 coords[] = { osg::Vec3(-1, 0.f ,-1), //LL osg::Vec3( 1, 0.f, -1), //LR osg::Vec3( 1, 0.f, 1), //UR osg::Vec3( -1, 0.f, 1) //UL }; osg::Vec2 tCoords[] = { osg::Vec2(0,0), osg::Vec2(1,0), osg::Vec2(1,1), osg::Vec2(0,1) }; int numCoords = sizeof(coords) / sizeof(osg::Vec3); int numTexCoords = sizeof(tCoords) / sizeof(osg::Vec2); osg::ref_ptr<osg::Group> root = new osg::Group(); osgViewer::Viewer viewer; osg::Geode *geode = new osg::Geode(); osg::Geometry *quad = new osg::Geometry(); quad->setVertexArray(new osg::Vec3Array(numCoords, coords)); quad->setTexCoordArray(0, new osg::Vec2Array(numTexCoords, tCoords)); quad->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, numCoords)); geode->addDrawable(quad); osg::Image* image = osgDB::readImageFile( "RWR_256_256.bmp" ); if (image == NULL) { osg::notify(osg::WARN) << "Can't find texture file:" << std::endl; } osg::Texture2D* texture = new osg::Texture2D(); texture->setImage(image); texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT); texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT); osg::StateSet *stateSet = quad->getOrCreateStateSet(); stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); stateSet->setMode(GL_BLEND,osg::StateAttribute::ON); stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::ref_ptr<osg::Camera> camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // add geode to the camera node as a child camera->addChild(geode); // add camera to the root node as a child root->addChild(camera.get()); viewer.setSceneData(root.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.run(); return 0; } /---------------------------------------HUD---------------------------------------/
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