Re: [osg-users] How to render last with multiple cameras
I think I wasn't clear on my question: The HUD works fine, as does the other regular 3D camera (behind the HUD). What I'd like to be able to do is have some items in the background camera appear on top of the HUD while others remain behind it. I thought I could use renderbins, but since the HUD and the 3D cameras are separate, that doesn't seem to be working. Mike Greene 010/1/6 Mike Greene mgre...@hiwaay.net mailto:mgre...@hiwaay.net I have a view with two cameras - a HUD camera and a regular 3D perspective camera. I have my scene set up so that I can vary the alpha of the HUD (drawn with a polygon) so that I can see the 3D view behind at various intensities. What I would like to be able to do is have some of the 3D components drawn at full brightness while the HUD is also fully opaque. I tried using renderbins, but I think the problem is that the HUD and the 3D items are seen with different cameras. Is there a way to accomplish this? The important calls for setting up a hud camera are: camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setClearMask(GL_DEPTH_BUFFER_BIT); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-setViewport(x, y, w, h); And maybe also: camera-setAllowEventFocus(false); If that doesn't resolve it, you'll need to post some code and a screenshot. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to render last with multiple cameras
I have a view with two cameras - a HUD camera and a regular 3D perspective camera. I have my scene set up so that I can vary the alpha of the HUD (drawn with a polygon) so that I can see the 3D view behind at various intensities. What I would like to be able to do is have some of the 3D components drawn at full brightness while the HUD is also fully opaque. I tried using renderbins, but I think the problem is that the HUD and the 3D items are seen with different cameras. Is there a way to accomplish this? Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to render last with multiple cameras
2010/1/6 Mike Greene mgre...@hiwaay.net I have a view with two cameras - a HUD camera and a regular 3D perspective camera. I have my scene set up so that I can vary the alpha of the HUD (drawn with a polygon) so that I can see the 3D view behind at various intensities. What I would like to be able to do is have some of the 3D components drawn at full brightness while the HUD is also fully opaque. I tried using renderbins, but I think the problem is that the HUD and the 3D items are seen with different cameras. Is there a way to accomplish this? The important calls for setting up a hud camera are: camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setClearMask(GL_DEPTH_BUFFER_BIT); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-setViewport(x, y, w, h); And maybe also: camera-setAllowEventFocus(false); If that doesn't resolve it, you'll need to post some code and a screenshot. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org