I have been following this tutorial:
http://www.nps.navy.mil/cs/sullivan/osgtutorials/osgNodeMaskII.htm   It uses
masks to stop nodes from being displayed on one of the cameras. The example
compiles but crashes so I was wandering if there's  an 'official' OSG
example showing how masks work?

thanks.

On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:

I've solved my cursor problem but I got into another. I'm using two
cameras  and the GUI shows on both of them. I need the second viewport
clear.

http://calinnegru.googlepages.com/Badhud.jpg

How can I have the HUD only in one viewport?

On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:
>
> There is a spelling mistake in my original message that might make it
> hard to understand, here's the corrected text:
>
> Please help me out with this.
>  My guess is the cursor node must be attached to the HUD Projection
> Matrix. Now I will have to change the cursor position every time the mouse
> is moved so I guess I will need to attach to the HUD Projection Matrix a
> cursor movement matrix first. And then attach the cursor graphics node to
> the cursor movement matrix node. I'd appreciate the input from someone that
> has a better grasp on  OSG  than I. My HUD code so far is this:
>
>    HUDProjectionMatrix->setMatrix
> >
> > (osg::Matrix::ortho2D(0,1024,0,768));
> >
> >    osg::MatrixTransform* HUDModelViewMatrix = new
> > osg::MatrixTransform;
> >    HUDModelViewMatrix->setMatrix(osg::Matrix::identity());
> >
> >    HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> >    rootNode->addChild(HUDProjectionMatrix);
> >    HUDProjectionMatrix->addChild(HUDModelViewMatrix);
> >
> >    //Insert HUD controls
> >
> >    HUDModelViewMatrix->addChild( HUDMainFrame );
> >
> >   //  HUDModelViewMatrix->addChild( Cursor );
>
>
>
> On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:
> >
> > Please help me out with this.
> >  My guess is the cursor node must be attached to the HUD Projection
> > Matrix. Now I will have to change the cursor position every time the mouse
> > is moved so I guess I will need to attach to the HUD Projection Matrix a
> > cursor movement matrix first. And then attach the cursor graphics node to
> > the cursor movement matrix node. I'd appreciate the input from someone that
> > has a better grasp on  OSG  than I. My HUD code so far is this:
> >
> >
> > HUDProjectionMatrix->setMatrix(osg::Matrix::ortho2D(0,1024,0,768));
> >
> >    osg::MatrixTransform* HUDModelViewMatrix = new
> > osg::MatrixTransform;
> >    HUDModelViewMatrix->setMatrix(osg::Matrix::identity());
> >
> >    HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> >    rootNode->addChild(HUDProjectionMatrix);
> >    HUDProjectionMatrix->addChild(HUDModelViewMatrix);
> >
> >    //Insert HUD controls
> >
> >    HUDModelViewMatrix->addChild( HUDMainFrame );
> >
> >   //  HUDModelViewMatrix->addChild( Cursor );
> >
> > --
> > Calin Negru
>
>
>
>
> --
> Calin Negru




--
Calin Negru




--
Calin Negru
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to