HUD and custom traversals.

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From: ramey (ramey++at++de-solutions.com)
Date: 01/27/2000 13:20:33


So we are writing a HUD.

Is there any way (besides an OpenGL callback in the Draw Process) to
ensure that a subtree is drawn last and that Z-buffering is disabled?

Right now I am using a Post Draw Callback off the Scene Node, to render
a subtree that is NOT part of the Scene Graph.

The bummer is that the HUD is more of a User interface than a fighter
cockpit HUD and so it is movable and adjustable. Thus there is a
slightly complex subtree that needs to be rendered. (It is not just a
list of GeoSets that I need to call ->draw() on)

Is there a way to hand a subtree to the draw traversal and have it do it
for me, or will I have to write a traverser of my own?

-- 
"Haven't you heard? We come in six packs now." -Zaphod Beeblebrox
Larry E. Ramey
ramey++at++de-solutions.com


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