Hi guys, thanks for the quick replies. My code is ported from SGI Performer
and for some
reason the predraw switching technique used to work in there.
I've tested nodemasks now and they work fine, but I suppose I could
use switches in each
of the slave cameras as well if I want the flexibility to
Hello all,
Kind of a newbie question I'm afraid. I hope somebody can push me into the
right direction.
I am using osgViewer with several attached camera slaves to render multiple
overlapping views of the same scenegraph.
Now I am trying to hide an object (using a osg::Switch) in one channel and
Hello Per,
Now I am trying to hide an object (using a osg::Switch) in one channel
and show it in the others.
What I normally do to get this effect is add the object directly as a
child of the camera(s) where you want to see the object, but not as
child of the others.
This doesn't solve
-Sébastien Guay [mailto:jean-sebastien.g...@cm-labs.com]
Sent: Thursday, February 26, 2009 7:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Flicker in osgviewer, multiple channels
Hello Per,
Now I am trying to hide an object (using a osg::Switch) in
one channel
and show
Hi Daniel,
This might be too simple a solution, but have you tried assigning nodemasks to the
objects in question along with the appropriate nodemask for the various cameras? The
osgstereoimage example shows how this works.
That would work too, but you run out of bits in the nodemask
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