Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Robert Osfield
Hi Guy, Please study the osghud example, it shows you exactly what is required to set up the Camera to do hud. Expecting us to second guess what you code might being doing wrong is rather expecting us to be clairvoyant. Robert. On Fri, May 15, 2009 at 6:16 PM, Guy Volckaert wrote: > Hi again,

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi again, I tried J-S 's suggestion about attaching the hud camera to a slave camera, but that did not work (i.e the scene is rendered, but there is not hud). viewer.getSlave( 0 )._camera->addChild( hudCamera ); Note that adding the hud camera to the scene (like in the hud example) did work i

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Robert Osfield
Hi Guy, To further expand on J-S suggestions, there are four ways of doing HUDs, Camera in a scene graph, a slave Camera in the Viewer, an separate View in a CompositeViewer or as a Camera attached to the GraphicsWindow. There is an osghud example illustrates the first three of this options. Th

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Jean-Sébastien Guay
Hello Guy, I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera. You have a few

[osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi, I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera. Any suggestion would