Hi Robert, Thank you for the answer. I like this method:
"One way is to create a Camera (with otho projection) and subgraph to render the widgets and assign this Camera to the GraphicsWindow and set the Camera's RenderOrder so it get drawn last." As I have only to draw 2D widgets, can I create a fake camera that does not need the scene graph interface where I can draw directly in openGL? If I can, how should I do that? Cheers, Noè On 17/08/19 15:36, Robert Osfield wrote: > HI Noè, > > You can do an overall like this several ways. One way is to create a > Camera (with otho projection) and subgraph to render the widgets and > assign this Camera to the GraphicsWindow and set the Camera's > RenderOrder so it get drawn last. Another way is create another View > and then have this Camera below that. > > I think the osgsequence and osgtesselate examples illustrates this type > of usage case. Do a search for Camera in the examples should illuminate > other ways Camera's are used. > > To toggle on/off the widget overall simply set the Camera's NodeMask to > 0x0 for switching it off, and back to 0xffffffff (or any non zero should > also do) to switch it back on again. > > Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org