Hi Andre,

I'm afraid I can't dedicate all my support time to just understanding
what you are doing wrong and trying to help you - I have other work to
do.  What you want to do is possible.  osgWidget does it, why not go
look at it.  I have tried by best to point you in the right direction,
but this is as far as I can go.

Perhaps others can help you.

Robert.

On Tue, Dec 15, 2009 at 5:00 PM, Andre Simoes <[email protected]> wrote:
> Hi Robert.
> Sorry to post again.
> But even using the ss->setRenderingHint( osg::StateSet::TRANSPARENT_BIN )
> for all geometries a cannot guarantee that the Texts will be on screen.
> - When I add to much components (nothing more than rects with texts inside)
> on the screen my texts just simply fade away.
> - If i add a small quantity widgets with texts inside and one widget with
> LineStipple, all Texts fade away too.
> As a test,  just to see the osgText::Texts,  i've made a second
> configuration that looses the transparency of them but at least they are
> showing on screen if their respective colors:
>        _text->getOrCreateStateSet()->setMode( GL_DEPTH,
> osg::StateAttribute::OFF );
>        _text->getOrCreateStateSet()->setRenderingHint(
> osg::StateSet::DEFAULT_BIN );
> I'll restart to create the widget System using your first hint as base (
> setRenderBinDetails( number_as_draw_order, "" )  ).
> Scene results together with code:
> Text without GL_DEPTH
> - http://img215.imageshack.us/img215/2913/textwithoutgldepth.png
> Text with GL_DEPTH -
> http://img222.imageshack.us/img222/9679/textwithdepth.png
> Regards
> Andre
> 2009/12/15 Andre Simoes <[email protected]>
>>
>> Hello Robert.
>>
>> I never thought of  the Depth buffer application under a 2D orthographic
>> mode.
>>
>> After adding
>>     osg::StateSet *ss = getOrCreateStateSet();
>>     ss->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
>>     ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
>>
>>          to all my geometries osgText::Texts are being correctly
>> displayed.
>>
>> Thanks
>> Andre
>>
>> 2009/12/15 Robert Osfield <[email protected]>
>>>
>>> Hi Andre,
>>>
>>> On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes <[email protected]>
>>> wrote:
>>> > Hi Robert.
>>> >
>>> > In reality I'm not doing anything with the depth buffer since i never
>>> > used
>>> > depth for a 2D projection in pure OpenGL programs.
>>>
>>> So.... you disable depth test?
>>>
>>> If you have depth test on then you will be using the depth buffer even
>>> with 2D projections.. as 2D projections are really no different rather
>>> 3D projections in OpenGL, everything in reality is 3D, everything has
>>> depth even it's flat and depth value of 0, and if depth test is on
>>> then each fragment will be tested against the depth buffer.
>>>
>>> > For a simple OpenGL program I just draw components in sequence. As an
>>> > example like this:
>>>
>>> Again as I've been saying for the last three emails, depth test is the
>>> key and still you haven't provide any information about it.
>>>
>>> Robert.
>>> _______________________________________________
>>> osg-users mailing list
>>> [email protected]
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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>
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