Re: [osg-users] Projection matrix and inline or nested cameras

2009-03-17 Thread John Cummings
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

Re: [osg-users] Projection matrix and inline or nested cameras

2009-03-17 Thread Robert Osfield
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

Re: [osg-users] Projection matrix and inline or nested cameras

2009-03-17 Thread Guy
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

[osg-users] Projection matrix and inline or nested cameras

2009-03-17 Thread John Cummings
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