Hi Vincent,
The code you supply just relates to OpenGL state, it doesn't affect
scene graph level culling at all. To disable the scene graph culling
you simply do:
node->setCullingActive(false);
Robert.
On 12/2/08, Vincent Bourdier <[EMAIL PROTECTED]> wrote:
> 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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