HI Mathias,

On 1/29/07, Mathias Froehlich <[EMAIL PROTECTED]> wrote:
BTW: I am not sure about how the Camera's clear mask is meant, but currently
we have cases where this is ignored.
Robert?

If a Camera is nested in the scene graph then it effectively just
controls a nested RenderBin, and RenderBin's don't have a clear
operation associated with them, only RenderStage do, so the Camera's
clear options don't have anything to, so are ignored.

With the new osgViewer library one can handle HUDs in other ways other
than just placed a HUD Camera within the scene graph.  One can do it
via osgViewer::CompositeViewer with the HUD managed as a separate view
to a separate scene graph.  Alteranitvely you can manage the HUD
Camera yourself and just associate it with the GraphicsWindow and let
the viewer wire up the rendering operations - this is how the stats
are done.   If these case the Camera's clear setting should all map
just fine.

Robert.
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