Maybe I'm missing something, but wouldn't you dedicate a nodemask bit to
flagging your
HUD elements, and then use a cull mask on the main View's camera that selects
the HUD, and
leave that bit off the other View's cameras?
Hi Chris,
Thanks for ur reply. As you said i put a node mask for
Hi,
i have an Osg application to construct my scene i'm using CompositeViewer. i
have a main view and whenever user wishes there are some small views
(viewports) on top right side of my main window. There is no multiple windows,
just main scene view and other small views rendered on main view.
Hi Atilla,
I'm not entirely clear on how you are managing things, but it sounds
like you might be able to use fine grained control over the render
order of the various Camera's on the GraphicWindow to make sure that
the views that you don't want overlayed are drawn last. See
Hi robert,
Views and HUD camera creation orders are as follows:
1- create main view. ( No overlays. just terrain and objects on terrain )
Code:
osgViewer::View* MyOsgQtGlCompositeViewer::createCompositeView( Group* pScene,
bool bMainView /*= true*/, osg::Node* pNode /*= NULL*/ )
{
On 10/17/2011 7:37 AM, Atilla Selem wrote:
i have an Osg application to construct my scene i'm using CompositeViewer. i
have a main view and whenever user wishes there are some small views
(viewports) on top right side of my main window. There is no multiple
windows, just main scene view
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