Thank you both for your feedback. I have looked at the HUD example
before and I use a post-render camera for my own HUD-type display.
Unless I've missed something, that is the only kind of camera in the HUD
example.
As Guy suggested, here is the relative code section (the osgGroup() is a
group for
Hi John,
An in scene graph osg::Camera is certainly the route you'd want to take, the
osghud example is probably a good place to start. You can assign your own
Viewport to an scene graph osg::Camera, but if you don't it'll just inherit
it's parent Camera's Viewport. osg::Camera also allows you t
Hi,
Maybe you should post the relevant lines of code where you set the
camera.
What happens when you attach the camera? Only that object under the
camera are seen and the rest disappear?
Maybe you should play a little with the clear mask of the camera, set it
to 0 mean nothing will be cleared s
First, I'm using OSG 2.8.0
I'm have been porting an old application from a homegrown OpenGL
scene-graph to osg and I've come across an issue that I'm sure there is
a way to handle, but I seem to be unable to locate just the right
combination of Camera, Drawables, etc.
While most of the old nodes
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