On 3 June 2013 10:05, Mahdi Samadzad <[email protected]> wrote: > I already have run osgHUD example. It demonstrates how to define a Head Up > Display layer on top of the 3D scene being rendered. what I need to know is > how to define within the HUD layer, for instance, a rectangular window > (viewport) within which a text is being shown and clipped while being > scrolled. I want each of my indicators to be viewed within a dedicated > window and get clipped when the drawing oversteps the boundaries of its own > viewport. > > I hope my lengthy comment does not add to the confusion.
viewport in OpenGL has a very specific meaning, from what you are saying you mean or may not mean something that is associated with and implmented via a glViewport calls - the osg::Camera's osg::Viewport wraps this up so the osghud example illustrates this. Clipping can by done via glScissor which is wrapped up by the osg::Scissor state attribute. When you use the osg::Camera for a hud it also will call glScissor along with glViewport for you to make sure that the hud doesn't go out beyond it's intended bounds. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

