Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-27 Thread Per Nordqvist
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

[osg-users] Flicker in osgviewer, multiple channels

2009-02-26 Thread Per Nordqvist
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

Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-26 Thread Jean-Sébastien Guay
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

Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-26 Thread Gilbert, Daniel R.
-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

Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-26 Thread Jean-Sébastien Guay
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