Hi Michael,
If you want to have a series of layers of 2D and 3D content then you
simply set up you Camera's with an appropriate RenderOrder number, the
ordering goes :
PRE_RENDER, from negative to positive RenderOrder number
POST_RENDER, from negative to positive RenderOrder number
In your case you 2D background you'd probably just draw with a
PRE_RENDER, the 3D as defaults, and the 2D foreground as POST_RENDER.
The only other item you'd need to tweak is that the clear of the
colour buffer on the 3D and 2D foreground Camera's should be disabled.
Robert.
On Tue, Jul 28, 2009 at 7:43 PM, Michael Irby II<[email protected]> wrote:
> Hi,
>
> Yes, I started with this example but it does not completely accomplish what I
> need. I need more than a hud and there can be N amount of 2D and 3D cameras
> in the graph. So for an example something like a 2D camera in front with 2D
> content, then a 3D camera with 3D content and then another 2D camera behind
> that with 2D content. There can be many layers of 2D and 3D geometry. And the
> POST_RENDER I believe only serves for having a hud above 3D content. What I
> am writing must support 2D and 3D graphics living together in the scene graph
> and have a way to control the layering of the the different cameras. The
> NESTED_RENDER for cameras seems like it would serve my purpose, but I think
> that is only for slave cameras? It would be great to be able to have a nested
> render on cameras in the graph and be able to give an order then render for
> each camera should happen.
>
> Thank you!
>
> Cheers,
> Michael
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15564#15564
>
>
>
>
>
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