<div dir="ltr">HI Noè.<div><br></div><div>You cold use a Camera draw callback to implement custom rendering.</div><div><br></div><div>Cheers,</div><div>Robert.</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, 17 Aug 2019 at 17:00, Noè Murr <<a href="mailto:noe.murr@outlook.com">noe.murr@outlook.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi Robert,<br>
<br>
Thank you for the answer. I like this method:<br>
<br>
"One way is to create a Camera (with otho projection) and subgraph to <br>
render the widgets and assign this Camera to the GraphicsWindow and set <br>
the Camera's RenderOrder so it get drawn last."<br>
<br>
As I have only to draw 2D widgets, can I create a fake camera that does <br>
not need the scene graph interface where I can draw directly in openGL?<br>
<br>
If I can, how should I do that?<br>
<br>
Cheers,<br>
Noè<br>
<br>
On 17/08/19 15:36, Robert Osfield wrote:<br>
> HI Noè,<br>
> <br>
> You can do an overall like this several ways. One way is to create a <br>
> Camera (with otho projection) and subgraph to render the widgets and <br>
> assign this Camera to the GraphicsWindow and set the Camera's <br>
> RenderOrder so it get drawn last. Another way is create another View <br>
> and then have this Camera below that.<br>
> <br>
> I think the osgsequence and osgtesselate examples illustrates this type <br>
> of usage case. Do a search for Camera in the examples should illuminate <br>
> other ways Camera's are used.<br>
> <br>
> To toggle on/off the widget overall simply set the Camera's NodeMask to <br>
> 0x0 for switching it off, and back to 0xffffffff (or any non zero should <br>
> also do) to switch it back on again.<br>
> <br>
> Robert.<br>
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