Hi Blenn,

Just adding the RTT Camera above the scene "should" work as is, no
need to change the render order of the HUD Camera.  What should be
happening is the HUD camera should be a post render to the RTT Camera,
but still drawn as part of the draw traversal of the RTT Camera.

FYI, each of these Camera will have its own RenderStage, the RTT one
will have is RenderStage as a pre draw of the main RenderStage, and
the HUD will have its own RenderStage, which is drawn at the end of
the RTT RenderStage.  The exception is when you do NESTED_RENDER on
the HUD Camera, this will use the RTT RenderStage instread of its own.

Now... the question is why isn't this working... in what way are you
using the result form the RTT Camera?  Are you rendering to an Image?
To a Texture that is used in the main frame?

My guess is that there is some bug in RenderStage w.r.t handling of
post draw RenderStage.  But then it could be something else, there is
a complex type of set up, without putting in debugging code and
stepping through it its hard to guess what is going on.

Robert.


On 7/16/07, Glenn Waldron <[EMAIL PROTECTED]> wrote:
Hi all,
My brain's not working today so maybe you can help with this one.

I have a scene with a HUD:

    scene -> HUD camera -> HUD geom

The HUD camera is POST_RENDER, ABSOLUTE_RF, and works great. Now I want to
render this graph to a texture. So I have:

    RTT camera -> scene -> HUD camera -> HUD geom

The RTT camera is PRE_RENDER.

The scene renders to texture, but the HUD does not appear. Well of course
not; it is POST_RENDER. So I tried PRE_RENDER with an adjusted render
number, but no luck. With NESTED_RENDER I do see the HUD, but alpha blending
is wrong and it appears that the ortho projection matrix gets mangled.

What is the proper way to combine a HUD with RTT? Thanks much. -gw

--
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
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