Hi Chris, You code is creating two graphics windows one for each camera, this of course will result in the camera not appearing overlapping on the same window.
Have a look at the osghud example - the context is shared. For the main camera you should *just* clear the depth buffer, in your code you have the main camera clearing both the colour and depth buffer. Robert. On 19 November 2014 10:30, Chris Hidden <[email protected]> wrote: > 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 > >
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