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<div class="postbody">I managed to solve this issue using the following code:<br />
<br />
</span><table class="bodyline" width="90%" cellspacing="1" cellpadding="3" border="0" align="center"><tr> <td class="helpline"><span class="genmed"><b>Code:</b><br />
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// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD<br />
osg::ref_ptr<osg::Camera> camera = new osg::Camera();<br />
<br />
// set the view matrix<br />
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);<br />
// use identity view matrix so that children do not get (view) transformed<br />
camera->setViewMatrix(osg::Matrix::identity());<br />
// set the projection matrix to be of width and height of 1<br />
camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1.0f, 0, 1.0f));<br />
// set resize policy to fixed<br />
camera->setProjectionResizePolicy(osg::Camera::ProjectionResizePolicy::FIXED);<br />
<br />
// only clear the depth buffer<br />
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);<br />
<br />
// draw subgraph before main camera view.<br />
camera->setRenderOrder(osg::Camera::NESTED_RENDER);<br />
<br />
// we don't want the camera to grab event focus from the viewers main camera(s).<br />
camera->setAllowEventFocus(false);<br />
<br />
osg::StateSet* cameraStateSet = camera->getOrCreateStateSet();<br />
cameraStateSet->setRenderBinDetails(1, "RenderBin");<br />
cameraStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);<br />
<br />
// add to this camera a subgraph to render<br />
{<br />
<br />
osg::ref_ptr<osg::Geode> geode{ new osg::Geode() };<br />
<br />
auto stateset = geode->getOrCreateStateSet();<br />
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);<br />
{<br />
auto backgroundImage = osgDB::readImageFile("data/images/bg_ragnarok_01.bmp");<br />
auto texturedQuad = osg::createTexturedQuadGeometry(<br />
osg::Vec3(0.f, 0.f, 0.f),<br />
osg::Vec3(1.0f, 0.f, 0.f),<br />
osg::Vec3(0.f, 1.0f, 0.f),<br />
0.f,<br />
0.f,<br />
backgroundImage->s(),<br />
backgroundImage->t());<br />
auto textureRect = new osg::TextureRectangle(backgroundImage); textureRect->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);<br />
textureRect->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);<br />
textureRect->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);<br />
textureRect->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);<br />
texturedQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, textureRect, osg::StateAttribute::ON);<br />
texturedQuad->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);<br />
geode->addDrawable(texturedQuad);<br />
}<br />
<br />
if (!camera->addChild(geode))<br />
{<br />
osg::notify(osg::NotifySeverity::WARN) << "Failed to add geode" << std::endl;<br />
}<br />
}<br />
osgViewer::Viewer::Windows windows;<br />
viewer.getWindows(windows);<br />
<br />
if (windows.empty())<br />
{<br />
return;<br />
}<br />
<br />
// set up cameras to render on the first window available.<br />
auto window = windows[0];<br />
camera->setGraphicsContext(window);<br />
auto windowTraits = window->getTraits();<br />
camera->setViewport(0, 0, windowTraits->width, windowTraits->height);<br />
<br />
auto group = dynamic_cast<osg::Group*>(viewer.getSceneData());<br />
if (nullptr == group)<br />
{<br />
osg::notify(osg::NotifySeverity::WARN) << "Failed to add camera" << std::endl;<br />
return;<br />
}<br />
group->addChild(camera.get());<br />
<br />
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</td><br />
</tr></table><span class="postbody"><br />
<br />
The gist of the code is:<br />
<ul><br />
1. Create a camera<br />
2. Set the view matrix of the camera to identity so that there are no view transforms made to the children<br />
3. Set the projection matrix of the camera to be of an orthogonal matrix with width and height equal to 1<br />
4. Set resize policy on projection matrix to be fixed<br />
5. Set render order to be NESTED_RENDER (I previously had this as PRE_RENDER and that didn't work. I still have to dig into why).<br />
6. Create a textured quad with width and height of 1 unit<br />
7. Add the textured quad to an instance of osg::Geode and add that geode to the camera<br />
8. Extract the first window from the camera. Set the graphics-context and viewport of the camera<br />
9. Add the camera to the scene and you have a background image<br />
</ul><br />
<br />
This answer can also be found in gamedev section of stackexchange. Since I cannot add links to my posts yet, I'm skipping that. But it should be easy to find if you search my username.<br />
<br />
Thanks to everyone who took a look at this question.</div>
<br /><div class="gensmall">------------------<br />
Read this topic online here:<br />
<a href="http://forum.openscenegraph.org/viewtopic.php?p=65658#65658" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=65658#65658</a><br />
<br />
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