[osg-users] Gui widgets that expands on more views

Robert Osfield robert.osfield at gmail.com
Sun Aug 18 05:39:16 PDT 2019


HI Noè.

You cold use a Camera draw callback to implement custom rendering.

Cheers,
Robert.

On Sat, 17 Aug 2019 at 17:00, Noè Murr <noe.murr at outlook.com> wrote:

> Hi Robert,
>
> Thank you for the answer. I like this method:
>
> "One way is to create a Camera (with otho projection) and subgraph to
> render the widgets and assign this Camera to the GraphicsWindow and set
> the Camera's RenderOrder so it get drawn last."
>
> As I have only to draw 2D widgets, can I create a fake camera that does
> not need the scene graph interface where I can draw directly in openGL?
>
> If I can, how should I do that?
>
> Cheers,
>      Noè
>
> On 17/08/19 15:36, Robert Osfield wrote:
> > HI Noè,
> >
> > You can do an overall like this several ways.  One way is to create a
> > Camera (with otho projection) and subgraph to render the widgets and
> > assign this Camera to the GraphicsWindow and set the Camera's
> > RenderOrder so it get drawn last.  Another way is create another View
> > and then have this Camera below that.
> >
> > I think the osgsequence and osgtesselate examples illustrates this type
> > of usage case. Do a search for Camera in the examples should illuminate
> > other ways Camera's are used.
> >
> > To toggle on/off the widget overall simply set the Camera's NodeMask to
> > 0x0 for switching it off, and back to 0xffffffff (or any non zero should
> > also do) to switch it back on again.
> >
> > Robert.
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