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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