I will certainly try this but I'm under a tight deadline this for tomorrow. If I can I'll try to do this Thursday or Friday.
Eric On Tue, Jun 14, 2011 at 8:56 AM, Robert Osfield <[email protected]>wrote: > 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. > >> _______________________________________________ > >> osg-submissions mailing list > >> [email protected] > >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > > _______________________________________________ > > osg-submissions mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
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