Heh, I guess that will do it.  I was hoping for a more elegant solution, but
oh well.

 

Thanks everyone

 

  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Burns
Sent: Wednesday, January 03, 2007 1:05 PM
To: osg users
Subject: Re: [osg-users] Culling Per Camera

 

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]
<mailto:[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]>
[mailto:[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]>  [mailto:
<mailto:[EMAIL PROTECTED]>
[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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