It looks like the scene data is held by the SceneView, which the cameras don't know about. How can I tell a Producer::Camera to start drawing from a specific node in the scene graph, when it doesn't know anything about OSG?
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Wednesday, January 03, 2007 10:49 AM To: 'osg users' Subject: RE: [osg-users] Culling Per Camera For your HUD camera, add a scene graph that is a top level Group with two children, the first child is your scene, and the second child is your HUD subtree. -Paul _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bradford, Chase Sent: Wednesday, January 03, 2007 11:31 AM To: 'osg users' Subject: [osg-users] Culling Per Camera Is it possible to cull objects per camera? I want to add a HUD display to my scene that is only visible to a single camera. My idea was to make bit 16 in the node mask my HUD bit, then camera 1's mask would be all 0xFFFF and camera 2 would have mask 0x7FFF. The HUD would have the mask 0x8000. >From what I can tell though, the cull mask is managed by the Camera Group, so the same mask is applied to all cameras. Does anyone know how to work around this, or have a better way of adding HUDs to the scene that are shown on specific cams? Thanks, Chase
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