> Maybe I'm missing something, but wouldn't you dedicate a nodemask bit to > flagging your > HUD elements, and then use a cull mask on the main View's camera that selects > the HUD, and > leave that bit off the other View's cameras?
Hi Chris, Thanks for ur reply. As you said i put a node mask for each HUD then use a VIEWPORT_CULL_MASK which contains all the bits for each HUD mask. i set my view's camera setCullMask like this; Code: #define HUD_MASK_LEFT 0x00000001 #define HUD_MASK_INFO 0x00000010 #define VIEWPORT_CULL_MASK 0x00000011 ... .. pHudCameraLeft->setNodeMask(HUD_MASK_LEFT); .. pHudCameraInfo->setNodeMask(HUD_MASK_INFO); .. pNewSmallView->setCullMask(~VIEWPORT_CULL_MASK); // don't forget to negate cull mask. Now everthing works fine.. :) Thanks indeed. Regards, Atilla. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43445#43445 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

