Andre, can you post some code samples?
Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 7:31 PM, Robert Osfield <[email protected]>wrote: > 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 >
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