Hi David,

As you seem to resolved the issue I'll not dive in too much further,
but the following comment from jumps out as needing a reply:

On Wed, Jul 14, 2010 at 11:37 PM, David Glenn
<[email protected]> wrote:
> Oh Yea, I forgot to add that I use two views, one for the terrain (the globe) 
> and one for the elements in play. This is to avoid terrain clashing with 
> other objects (like Terrain and the Overlays). This is necessary, because 
> sometimes some of the elevations of objects in play are unreliable and would 
> hide behind the terrain if I did think of a way to keep them visible.
>
> Both views are set up the same and use the same window (there like Photo Shop 
> layers). except each added layer has background turned off (or you don't see 
> the terrain in the first layer) and the cameras stay synced together. This 
> make them appear like they are the same view, but they are not.

Conceptually a View is a single view of your scene - this will may be
made up from several cameras attached to several windows, or several
cameras attached to a single window.  In you case you most definitely
have one conceptual view and you should be thinking about using one
osgViewer::View object for it.  Doing so will avoid the need for you
to synchronize the view and projection matrices by hand, as well as
simply make more sense.

The way to do multiple overlays like you want is to use multiple slave
Camera, these will be relative to the View's master Camera and can
clear the different colour/depth buffers or not as your require.  For
instance the osghud example uses a variation on this where it disables
the colour buffer clear for the HUD text Camera, it also changes the
ReferenceFrame of the Camera to ABSOLUTE_RF which you won't need, but
in essence it's just an extra layer just like what you want.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to