Re: [osg-users] AddSlave & removeSlave camera seem inconsistent
Robert: Thanks for the reply. The first method you mentioned should do the trick. Since we don't know the models that the user will load and the DOFTransform names or switch names are what is displayed in the menu we can not pre-build the menus. Another thing I was thinking about is to keep the same cameras but remove their contents and reload them. I don't know which is the best way but I can try both now that I have your information. Thank you! Cheers, Bruce -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75826#75826 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AddSlave & removeSlave camera seem inconsistent
Hi Bruce, On Thu, 11 Apr 2019 at 00:37, Bruce Clay wrote: > Is there a way to programmatically determine the index when a slave camera is > added to insure the correct one is removed? I just looked t include/osg/View header and found : unsigned int findSlaveIndexForCamera(osg::Camera* camera) const; Another approach you could take would be to add all the slave Camera you want and then enable/disable then by setting the respective Camera NodeMask to 0x0 and 0x to toggle it off/on respectively. This way you could avoid needing to add/remove them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org