Hi Trajce,

Thanks for your help but it doesn't work, I need to enable depth tests to
make it work but it's not possible in my case. I think the only solution
will be to set manually renderbins to my objects to control the order.

Cheers,

On Wed, Mar 3, 2010 at 9:13 AM, Trajce (Nick) Nikolov <
[email protected]> wrote:

> Hi Serge,
>
> you can tune this by the Z coordinates of your quad and the text. Make the
> Z of the quad for example -0.1, and for the text -0.2 (or something like
> that, play with it). It should hide the text then
>
> -Nick
>
>
> On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages <[email protected]> wrote:
>
>> Hi all,
>>
>> I am having a problem with text rendering for a simple HUD, here is what I
>> am trying to do :
>>
>> -> Create an HUD camera with a osg::Camera with an ortho 2D projection
>> -> Write a simple text with osgText
>> -> Put a quad above the text to hide the text
>>
>> So my scene graph looks like that :
>>
>> osg::Camera
>> |
>> --- osg::Geode - osgText::Text
>> |
>> --- osg::Geode - osg::Geometry
>>
>> My camera has GL_DEPTH_TEST to OFF but with this setup the text is
>> rendered above my quad. You can find attached a picture showing the problem
>> and my code. Am I doing something wrong ? Do I need to set the renderbins of
>> my objects manually to get them rendered in the correct order ?
>>
>> Thanks in advance for your help.
>> Cheers,
>>
>> --
>> Serge Lages
>> http://www.tharsis-software.com
>>
>> _______________________________________________
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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>


-- 
Serge Lages
http://www.tharsis-software.com
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