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.
> >> _______________________________________________
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> >> [email protected]
> >>
> >>
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> >
> >
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