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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