HI
You can do this with your current code straight forwardly or you could use osgHud which provides a way to do this at the OSG level and this get the advantage of an integrated solution See OpenSceneGraph\examples\osghud ____________________________________________________________________________ __ Gordon Tomlinson <mailto:gor...@gordontomlinson.com> gor...@gordontomlinson.com IM: <mailto:gordon3db...@3dscenegraph.com> gordon3db...@3dscenegraph.com <http://www.vis-sim.com/> www.vis-sim.com <http://www.gordontomlinson.com/> www.gordontomlinson.com ____________________________________________________________________________ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca Natale Sent: Monday, March 23, 2009 6:49 AM To: Osg Users Subject: [osg-users] 2D drawing over a 3D drawing Hi All. I need to draw a 2D drawing (a single wireframe rectangle) over a 3D drawing of a scene. Basically I need it to show a window selection in the scene. In OpenGL, I would set a perspective projection like glFrustum(.), draw the scene, then set a glOrtho2D(.), and draw the rectangle. Finally I would call a swap buffers. How can I do it with OSG? I mean, in OSG the projection matrix is associated with a camera. So, should I use two cameras, one for the 3D scene, the other just for the 2D rectangle? In camera::frame there is the swap of the back and front buffers. But I would like to swap those buffers just at the end, after drawing everything. So, should I call the drawing of the 3D camera without swapping, then the drawing of the 2D camera with swapping at the end? I read in the quick start guide of OSG of the thread for draw traversal. Since I call camera::Frame twice, does OSG create 2 different threads? Is there any conflict between those threads, since they draw with different projection matrices? Thanks in advance Gianluca Natale
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