Thanks Robert. I tried not setting any clear mask on the slave camera and making sure the depth clear was on my main camera. I haven't got the desired effect yet.
My main camera has these settings: Camera mainCam = new Camera(*(view->getCamera())); mainCam->setGraphicsContext(osg::GraphicsContext::createGraphicsContext(traits->get())); mainCam->setViewMatrixAsLookAt(eye, center, up); mainCam->setViewport(0, 0, screen->width(), screen->height()); mainCam->setClearColor(clearColor); mainCam->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); mainCam->setRenderOrder(osg::Camera::POST_RENDER); mainCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); HUD Camera has these settings: Camera hudCam = new Camera(); hudCam->setGraphicsContext(osg::GraphicsContext::createGraphicsContext(t->get())); hudCam->setViewport(0, 0, screen->width(), screen->height()); hudCam->setRenderOrder(osg::Camera::PRE_RENDER); hudCam->setAllowEventFocus(false); hudCam->addChild(HUD); hudCam->addChild(lights->getLight()); I attached a screen shot of what it looks like. The hand is always underneath my HUD. I've tried playing around with a lot of different settings, with the buffer bit and color bit but to no avail :( ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61682#61682
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

