Hi Eric,

>From your description of the problem is does sound like a depth buffer
issue, however, debugging this remotely by me implementing somehting
then you testing will be very inefficient - especially as you are on a
different time zone.

Could you possible enable the same options in one of the OSG examples
like osghud and tweak the example to load a model so that it minimics
what you application does to see if you can reproduce the problem with
it.

Cheers,
Robert.

On Tue, Jun 14, 2011 at 1:52 PM, Eric Sokolowsky <[email protected]> wrote:
> 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.
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>>
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>
>
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