Get the SceneHandler and typecast it to OsgSceneHandler. Then set the
SceneData to the top node of the subgraph you want to

   osgProducer::OsgSceneHandler *sh =
               dynamic_cast<osgProducer::OsgSceneHandler *>(
                              viewer.getCamera(N)->getSceneHandler());
   sh->setSceneData( subgraph);

-don

On 1/3/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:

 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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