Sorry :

made a mistake

*Depth {
      UniqueID Depth_2
      function NEVER
      writeMask TRUE
      range 0 1
    }

*is really*

    Depth {
      UniqueID Depth_2
      function ALWAYS
      writeMask TRUE
      range 0 1
    }
*
2008/12/4 Vincent Bourdier <[EMAIL PROTECTED]>

> Hi Jean-Sébastien,
>
> Using a HUD-like system seems to be a extrem solution for me... I am just
> looking at a way to set a node always rendered...
>
> For the moment, using the .osg format file to see my stateset, I see that
> the culling test still stay ON.
>
>
> I correct it ; my code is now :
>
> *    node->setCullingActive(false);
>     osg::ref_ptr<osg::Depth> depth = new osg::Depth(osg::Depth::NEVER, 0.0,
> 1.0);
>     node->getOrCreateStateSet()->setAttributeAndModes(depth.get(),
> osg::StateAttribute::ON);
>     node->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,
> osg::StateAttribute::OFF);
>     node->getOrCreateStateSet()->setRenderBinDetails(1000, "RenderBin");*
>
> my node is now :
>
> *PositionAttitudeTransform {
>   UniqueID PositionAttitudeTransform_0
>   name "F-GHOP"
>   nodeMask 0xffffffff
>   cullingActive FALSE
>   StateSet {
>     UniqueID StateSet_1
>     rendering_hint DEFAULT_BIN
>     renderBinMode USE
>     binNumber 1000
>     binName RenderBin
>     GL_DEPTH_TEST OFF
>     GL_NORMALIZE ON
>     Depth {
>       UniqueID Depth_2
>       function NEVER
>       writeMask TRUE
>       range 0 1
>     }
>   }
>   UpdateCallbacks {
>     NodeCallback {
>       name "planeOverTheFloorCallback"
>       NodeCallback {
>         name "triggerScaleCallback"
>       }
>     }
>   }
> ...
> //with LOD children after.*
>
> And the result... still the same : culling make nothing different.
> Am I missing something important ?
>
> thanks,
>
> Regards,
>    Vincent.
>
> 2008/12/4 Ralph Kern <[EMAIL PROTECTED]>
>
> Jean-Sébastien Guay schrieb:
>> > Hi Vincent,
>> >
>> > Or perhaps your ground is a very very large sphere where no part of the
>> > sphere can be culled away, so the far plane is actually behind the Earth
>> > (which is very far away relatively to the distance between the airplane
>> > and the ground)...
>> >
>> > J-S
>>
>> I second that. Your background sphere (which is the radius of the earth)
>> takes away all of the Z-Buffer resolution.
>>
>> What you would really need is a two pass rendering: Rendering of the
>> earth sphere as a "background" with it's own depth range and then the
>> air plane as the front scene. So I'd propose a variant of the "HUD"
>> approach, but with 3 dimensional geometry for background and front part.
>>
>> regards Ralph
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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