On 19 November 2014 10:57, Chris Hidden <ch...@erghis.com> wrote: > Ok, I think I understand what was going on. I am now using > > osgViewer::Viewer::Windows windows; > viwer->getWindows(windows); > > if (windows.empty()) return 1; > > hudCam->setGraphicsContext(windows[0]); > > However, if I disable the color bit clear and only use the depth bit. The > scene never clears my previous frames for my main scene. So I get a paint > effect with the hands that move around. >
If the slave Camera is being rendered first then it needs to clear both the depth and colour buffers - it's effectively taking over the role that your main camera originally had. The hands also still remain under the HUD. Im assuming this is what you > meant by creating 2 graphics contexts. > I meant exactly what I wrote you were creating two graphics contexts. Normally in the set up you create a single window then share it. The new code above should achieve this but the osghud example is simpler. Robert.
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