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
> >>
> >
> >
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> >
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> >
> >
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