HI Catalin,
OpenGL clip planes are positional state which requires them to be applied
with the current modelview matrix to position them in in eye coordinates
where the clipping is done on the GPU. This positioning means that each
individual OpenGL clip plan can only be in one place at one time,
It seems there is a bug with osg::ClipNode, by using osg::ClipPlane it
fixes the issue.
OSG 3.6.3
On Wed, 23 Oct 2019 at 13:48, Catalin wrote:
> Hi,
>
> I have an issue with clipping planes, if you set 2 different clipping
> planes to 2 different objects, only the last clipping plane is used.
Hi,
Is there a way to clear the stencil buffer while drawing happens between
nodes?
Every node needs its stencil buffer to be cleared in order to use it
properly.
Thank you,
Catalin
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Hi,
Is there a way to clip the rendering of Text by a rectangle without using
stencil buffer or clipping planes?
Thank you.
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Hi,
// The adapted luminance ppu do compute it. However if you
// can follow me for now, you maybe encounter, that this ppu do
// have to write into the same texture as it also read from.
// To prevent this, we just generate an inout ppu which do
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