Hi,

On Monday 29 January 2007 13:10, Robert Osfield wrote:
> 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.
Ok, then the ClearNode must be used here ...
... ok, or alternatively clear in the top level camera as usual and just 
switch off depth buffer writing and tests ...

> 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.
That is interresting to know!
Thanks!

   Greetings

          Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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