HI Noè. You cold use a Camera draw callback to implement custom rendering.
Cheers, Robert. On Sat, 17 Aug 2019 at 17:00, Noè Murr <noe.m...@outlook.com> wrote: > 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 >
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org