Hi Jason,

Thank you for this information.
setRenderBinDetails() will do the job :)

Regards,
Harold



2009/9/10 Jason Daly <[email protected]>

>  Harold Comere wrote:
>
> Hi all,
>
> Does the depth test has an effect over osg::Text ?
>
> I have disabled the depth test on a node with*
>
>    setMode ( GL_DEPTH_TEST, osg::StateAttribute::OFF );*
>
> In my understanding with depth test disabled, the last thing drawed will be
> over all other.
> But i want to draw 2D labels constitued by an osg::Text over a background
> textured quad.
>
> So if i add childs to the node with disabled depth test in following order
> :
> label1Background , label1Text, label2Background, label2Text
> i should obtain the label2 over the label1 ... it is ok for backgrounds,
> but any osg::Text go always over every background quads.
>
> Is there any reason to this behavior ?
>
>
> Yes.  To help with performance, OSG will default to sorting Drawables by
> state, so you have no guarantee that one object will always be drawn before
> another object.
>
> You can use RenderBins to change this behavior.  For example you can call
> setRenderingHint(osg::StateSet::DEPTH_SORTED_BIN) on the node's StateSet.
> This will cause all Drawables under that node to be drawn after all the
> other Drawables and also to be sorted by depth instead of by state.  The
> sort is done based on the center of the Drawable's bounding volume.
>
> You can also use setRenderBinDetails() to get finer control over the
> binning process.  This lets you use any number of bins to guarantee that
> some objects are drawn after others.  In general, the lower the bin number,
> the earlier it's drawn.
>
> --"J"
>
>
>
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>
>
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