Hi Vincent, There are a number of different ways you can force an object(s) to render over the top of the rest of the scene. One way is the render a HUD scene after the main scene has rendered using a in viewer Camera or in scene Camera, other is set the RenderBin details on the a StateSet attached to the object/subgraph that sets it to render after all other objects, then simply disable the depth set by setting the mode GL_DEPTH_TEST, OFF.
Scene graph culling doesn't have an effect on the end result, if the object is on screen then it won't be culled and won't cause an issues. It's just the render order and the depth test that you need to control. Robert. On Fri, Jan 9, 2009 at 8:55 AM, Vincent Bourdier <[email protected]> wrote: > Hi, > > I need some explanations about the ways OSG allow to modify the render. > > I am working on a function, to apply to a node, to set it always rendered > over the other nodes. In other words, If I apply this on an osgText, I would > be able to read the text whatever my camera position can be (of course if > text is in the frustum). > > I make some search and I found a lot of things: > > * node->setCullingActive() : disable/enable the culling on a node. I am I > good, disabling this on a node is not sufficient, after that we need to tell > the node when to be rendered, isn't it ? > > * state->setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference > with the first one ? just OSG/OpenGl distinction ? > > * state->setRenderbinDetails(binNum, binName) : num < 0 will be first > rendered, num >0 will be the last ? what is the binName ? I saw > "LastRenderBin" or "RenderBin" ... is there some keyword or it is just a > name ? what is this word function ? > > * osg::Depth ... What this class can add ? I red OpenGl documentation about > glDepthFunc/Mask/Range but I do not see what this class can add here. > > I know to set a node to be rendered last over the other nodes, I need a > couple of theses function, but I've made some test and nothing look good... > Any idea, explanation or Help would be very apreciated. > > Thanks, > > Regards, > Vincent. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

