Hi Mike, On 14 February 2015 at 20:10, Mike Raider <[email protected]> wrote:
> There is an osg example, osgsimulation, that shows a plane flying above > the earth. I am building a simple flight simulator and would like to put a > cockpit frame around the view so it would look like the plane in > osgsimulation is being followed by a 2nd plane. What is the best way to > frame a view with a graphic so it does not obstruct the movement of the > earth or the plane? > > Is there an example of such a frame? Can a single graphic be used as the > cockpit with a transparent center for the leading plane and terrain? > The way I'd implement a cockpit view would be to create a separate 3d model of it and render it as separate osg::Camea is rendered after the terrain is render that clears the depth buffer and then overwrites the terrain. This Camera would have it's RenderenceFrame set to ABSOLUTE_TF so the the main viewer's Camera's view matrix gets ignored and only the local osg::Camera's view and projection matrices get used. The osghud example illustrates how this is done for a text overlays, but it works just as well with 3D content. The approach of using separate osg::Camera allows one to keep the depth ranges of the terrain vs cockpit separate so that z buffer precision issues don't cause problems. Robert.
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