Sorry, I did not see your reply. The reason for the current construction is simply copy-paste from an example I found online. We are indeed working with the composite viewer, so that route may be the best.
So, to summarize, for the hud I would: 1. create a new camera. 2. Set the graphic context to the same osgQt::GraphicsWindowQt as the normal camera. 3. Create a new view for the hud camera, and add it to the common composite viewer. I'll look into this on Monday. On Thu, Oct 25, 2012 at 12:36 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Kristofer, > > I have just tested your cube.cpp and see the problem with being able > move the hud layer. I haven't drilled down into the code yet but I > strongly suspect the issue is nesting a HUD Camera in the scene graph > and how an intersection traversal will handle this case. My own > inclination would be to place a HUD layer as a slave Camera in the > viewer or use a CompositeViewer with a View for the 3D view and View > for the HUD layer. This way the intersections can happen indepdently > for each View/Camera from the top and less likely to conflict. > > Robert. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Kristofer Tingdahl, Ph. D. CEO dGB Earth Sciences _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org