Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hello guys, Sorry for my late reply, I had a very busy weekend. :) What I actually want is to traverse the whole graph 3 times. (that's why I have three cameras). And each time to draw a different submesh (see the nodes at the bottom). Each time I traverse the graph I want nothing to be

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, how do you set the clearmask of the cameras? jp On 13/12/10 11:43, George Bekos wrote: Hello guys, Sorry for my late reply, I had a very busy weekend. :) What I actually want is to traverse the whole graph 3 times. (that's why I have three cameras). And each time to draw a different

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, I just use: mycamera-setClearMask(0); for all the cameras. I don't do any other 'special' initialization. You can also check the attached source if it helps. Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34759#34759

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 12:03, George Bekos wrote: Hey, I just use: mycamera-setClearMask(0); for all the cameras. I don't do any other 'special' initialization. You can also check the attached source if it helps. attached? jp Cheers, George -- Read this topic online here:

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, Hmm.. maybe there is something wrong with the cpp file I attached. Anyway, here is the code: http://pastesite.com/20651 Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34761#34761

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, the strangeness ito depth disappeared when I added: camera01-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera02-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); So, I think the auto compute of near/far is breaking your depth buffer consistency.

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
It worked! Thank you so much! What I am trying to achieve is the following: I have a mesh with multiple submeshes and I have a clipping plane cutting them in random place. I want to place a cap on every submesh cut, so they will look solid. In order to do this I do the following: * Draw

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 14:05, George Bekos wrote: It worked! Thank you so much! What I am trying to achieve is the following: I have a mesh with multiple submeshes and I have a clipping plane cutting them in random place. I want to place a cap on every submesh cut, so they will look solid. In order to

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-12 Thread J.P. Delport
Hi George, do you want to share a depth buffer between the cameras? jp On 10/12/10 16:04, George Bekos wrote: Hello all, I am new to OSG and I am having trouble implementing something in my scenegraph. Because my graph is a little complicated I will give you a simpler version of it

[osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-10 Thread George Bekos
Hello all, I am new to OSG and I am having trouble implementing something in my scenegraph. Because my graph is a little complicated I will give you a simpler version of it focusing on the main concept. I have a scene with a model. This model consists of 3 submeshes. For each submesh I do