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 >> > > > _______________________________________________ > 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

