Watermarking Wedge Sequence when rendered to MPlay (OpenGL)

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So I've read you can use the hwatermark program to watermark images when saved to disk, but what if you need to watermark images rendered to screen?



More specifically, I need to be able to watermark changed parameters in a random wedge sequence, so I can identify which is which.



Is there a way to accomplish this?
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If you just need text, you can add the ‘viewport comment’ property to your camera. The text value of the parameter will be burned in to flipbook viewed through that camera.
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