HI Andreas,

Try adding back in the 2.0 factor to see how it effects things.

Robert.

On Tue, Aug 31, 2010 at 9:24 AM, Andreas Goebel <[email protected]> wrote:
> Hi Robert,
>
> I´ve digged a bit and found a change concerning the polygon offset.
>
> In 2.8.3 there is:
>
> for( ; backdrop_index < max_backdrop_index; backdrop_index++)
>        {
>            const GlyphQuads::Coords3& transformedBackdropCoords =
> glyphquad._transformedBackdropCoords[backdrop_index][contextID];
>            if (!transformedBackdropCoords.empty())
>            {
>                state.setVertexPointer( 3, GL_FLOAT, 0,
> &(transformedBackdropCoords.front()));
>                glPolygonOffset(0.1f *
> osg::PolygonOffset::getFactorMultiplier(),
>                                2.0f *
> osg::PolygonOffset::getUnitsMultiplier() *
> (max_backdrop_index-backdrop_index) );
>                glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
>            }
>        }
>
> whereas in 2.9.8 there is
>
> for( ; backdrop_index < max_backdrop_index; backdrop_index++)
>        {
>            const GlyphQuads::Coords3& transformedBackdropCoords =
> glyphquad._transformedBackdropCoords[backdrop_index][contextID];
>            if (!transformedBackdropCoords.empty())
>            {
>                state.setVertexPointer( 3, GL_FLOAT, 0,
> &(transformedBackdropCoords.front()));
>                glPolygonOffset(0.1f *
> osg::PolygonOffset::getFactorMultiplier(),
>                                osg::PolygonOffset::getUnitsMultiplier() *
> (max_backdrop_index-backdrop_index) );
>                state.drawQuads(0,transformedBackdropCoords.size());
>            }
>        }
>
> which leaves out the factor 2.0f. On the other hand I thought that the
> y-coordinate was used to change the placement of the backdrop and should not
> result in z-fighting.
>
> Andreas
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