Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-18 Thread Atilla Selem
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

[osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Atilla Selem
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.

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Robert Osfield
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

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Atilla Selem
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*/ ) {

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Chris 'Xenon' Hanson
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