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" > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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