Hi, S2LR, thanks for your help... I've tested out your suggestion and feel like I'm getting somewhere. The good/bad news, depending on your outlook, is that it does something. I had to modify some of what you provided to make it compile, but the result is that the application renders a solid color. With or without using...
gw->getCamera()->setClearMask(0); or view->getCamer()->setClearMask(0); or neither the application renders a solid color... 1) White without the clearMask 2) Black with the clearMask on view 3) Blue with the clearMask on gw Additional Information I have a three monitor display. The application runs on a 1680 x 1060 window, not full screen. When I run the code provided here, parts of the dartboard application renders on the first monitor for a split-second, then all three monitors are displaying the solid color. I've played around with the OSG Cookbook Spheres example and found that calling the single screen function fixed the three screen issue. viewer.setUpViewOnSingleScreen(); This function is not available with osgViwere::CompositeViewer. OSG Setup Code: geode = new osg::Geode; std::string fontFile("arial.ttf"); font = osgText::readFontFile(fontFile); if (font.valid()) { osgText::Text* text = new osgText::Text; if (text != 0) { text->setUseDisplayList(false); text->setFont(font); text->setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); text->setCharacterSize(36.0f); text->setAutoRotateToScreen(true); text->setPosition(osg::Vec3(100.0f, 100.0f, 10.0f)); //text->setAxisAlignment(osgText::Text::XZ_PLANE); text->setText("SomeSome!"); text->setLayout(osgText::Text::LEFT_TO_RIGHT); geode->addDrawable(text); } } viewer = new osgViewer::CompositeViewer(); osgViewer::GraphicsWindowEmbedded *gw = (osgViewer::GraphicsWindowEmbedded*) new osgViewer::GraphicsWindow(); gw->setWindowRectangle(0, 0, 1680, 1060); osgViewer::View *view = new osgViewer::View; view->getCamera()->setGraphicsContext(gw); view->getCamera()->setViewport(0, 0, 1680, 1060); // somewhere inside OGL viewport/window that has origin in LL corner view->setSceneData(geode); viewer->addView(view); viewer->realize(); Frame Renderer Code: glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); viewer->frame(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); Thank you! Cheers, Dainon ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50162#50162 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org