Hi, Still me and my rendering problems :
I just need to set a node to be always rendered (or not). It needs to not depend on the Zbuffer/culling. Maybe I am confuse, but I have tried this : *osg::ref_ptr<osg::StateSet> state = node->getOrCreateStateSet();* > * state->setMode(GL_CULL_FACE, osg::StateAttribute::ON);* > * osg::ref_ptr<osg::Depth> depth;* > * if(set){* > * depth = new osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0);* > * state->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);* > * node->setCullingActive(false);* > * }else{* > * depth = new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0);* > * state->setMode(GL_CULL_FACE, osg::StateAttribute::ON);* > * node->setCullingActive(true);* > * }* > * * > * state->setAttributeAndModes(depth.get(), > osg::StateAttribute::ON);* Nothing changes at the screen... If I put a node always rendered, is there some "limits" to that ? (node will be culled if frustum far plane cut it... or anything similar ) if not, there is a real mistake is my code... and if it is right... that will complicate my work :-( Thanks. Regards, Vincent.
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