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
>
>
>
>
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>
>
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