Hi,

you can detect the current camera from the osg::RenderInfo& passed to the
callback. There is a renderInfo.getCurrentCamera() method

Nick


On Wed, Jul 16, 2014 at 5:22 PM, <[email protected]> wrote:

> Hi all,
> I'm in the process of porting SpeedDreams from PLIB to OSG and I'm
> currently working on the HUD. We'd like to render the HUD onto objects
> within the scene, rather than place it as an overlay on-top of the scene.
>
> I am using 'setDrawCallback()' to register a callback where the HUD
> content can be updated prior to being drawn. Something like...
> --
> class updateHUDCallback: public osg::Drawable::DrawCallback
> {
>         virtual void drawImplementation(osg::RenderInfo& renderInfo,const
> osg::Drawable* drawable) const
>         {
>                 osgText::Text* text = (osgText::Text*) drawable;
>
>                 if (frame >= 999 ) frame = 100;
>
>                 // Update the text with a count
>                 if(text){
>                     char ss[4];
>                     sprintf(ss, "%3d", frame++);
>                     text->setText( ss );
>                 }
>
>                 drawable->drawImplementation(renderInfo);
>         }
> };
> --
>
> So now the problem....
>
> We are planning/implementing Oculus Rift support which means that the
> scene will actually be drawn twice (left and right eyes) and I want to
> ensure that the HUD is only updated/changed once per 'frame'.
>
> The code above would put '101' in left and '102' in right, which would
> freak out the user.
>
> Q. Is it possible to sense/detect the current camera from within the
> callback?
>
> Our code is based around osgoculusviewer (1).
>
> Cheers,
> Simon
>
>
> 1. https://github.com/bjornblissing/osgoculusviewer
>
>
>
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>



-- 
trajce nikolov nick
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