Hi Eron.

On 4/23/07, Eron Steger <[EMAIL PROTECTED]> wrote:
How is it enforced?  I noticed it by default uses the master camera's
scene data, but if seems like it's intended to be changed.


View::Slave has a member variable _useMastersSceneData which tells the
viewer what to do when calls to osgViewer::View::setSceneData are
called.

This is the variable the the update traversal will need to check to
see if a separate update traversal is required.  Feel free to have a
bash at adding this to the Viewer::updateTraversals() method.

The code I've got is based off the osghud example with the '--Viewer'
parameter, which may be similar.

Yes this is the one of the valid and more lighweight ways to do a HUD.
An update traversal should be supported as well, but is missing as
you've found out.  We need the above suggested code ;-)

> The other alternative would be to use CompositeViewer for your app, as
> it might be more appropriate, each View can have its own scene graph.

Perhaps.  Is CompositeViewer the preferred way of doing something like
this?  Right now I'm using the main Viewer class since most of the
examples are based on this (probably because they were using osgProducer
before).

I think it depends on how sophisticated the other view you are
creating needs to be, if a single HUD camera is all that is required
then doing it as you've done is fine.   If you need extra event
handling etc. then a separate View would be better.

Robert.
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