It will be hard for me to provide an example, but the behavior I get (sometimes) is that the text does not appear at all perhaps because of depth buffer. It is probably true that these problems would go away if I reworked my program but it was easier just to select the "Stencil Buffer" method for drawing the backdrop, and everything worked just fine. I'm using osgText to draw text on top of my scene as a HUD, not drawing 3D text in the scene.
That said I can certainly test what you implement. On Tue, Jun 14, 2011 at 5:26 AM, Robert Osfield <[email protected]>wrote: > Hi Eric, > > On Fri, Jun 10, 2011 at 2:49 PM, Eric Sokolowsky <[email protected]> > wrote: > > One last thought about the existing backdrop implementations: I have use > for > > them. I was getting some artifacts using the now-default > DelayedDepthWrite > > method, and reverting to the Stencil Buffer method fixed the problem. > Please > > keep the alternatives around. > > Could you provide an example that illustrates the problems you see > with the current default implementation? > > osgText::Text implementation is one area I'm planning to look at this > week in prep for 3.0 feature freeze. I'd like to simplify the code > this week. As part of this work I'm considering changing the backdrop > implementation to improve the ability to handle overlapping > writes - either by making largee quads and using texture matrix to > create the offsets, or dividing the quad geometry up so that > the various passes share vertices to prevent the quads end up with > different depth values during write. > > Robert. > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
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