Hi
Seems like you are messing with opengl state, and osg dont know about it. You 
should either:
a) when you draw something with pure gl - after you finished, return all state 
you modified to values being before you started drawing
b) use osg::State interface members to let osg know what state you are changed, 
or use osg wrappers in osg::State to make this state changes.
c) call osg::State's dirty*() methods (like dirtyAllModes() and 
dirtyAllAttributes()) for state you've changed, after you finished with pure 
gl, but i dont recommend using this.

Cheers.

08.10.2012, 12:14, "wang shuiying" <[email protected]>:
> Is nobody interested in this question?:-(
>
> Hello,
>
> I have two drawable nodes A and B under the same main group node. I
> mapped two different textures on the drawables respectively. Those two
> drawables do not have any overlappings in terms of pixels on the screen.
> Drawable A is described using open scene graph library while drawable B
> is described using openGL terms. Depth test is disabled by Drawable A
> and enabled by drawable B. Texture display on A uses a shader while B
> does not.
>
> When the renderbin of drawable A is set to be -1 and that of drawable B
> is 1, the two textures cannot show at the same time. That is to say,
> when I toggle on both drawable A and drawable B and make them both seen
> on the screen, the texture on drawable B doesn't show, but the color of
> B is correct. Under such circumstance, when I manipulate the view in a
> way such that drawable A is out of sight, then the texture on drawable B
> will appear.
>
> If I reverse the renderbins of those two drawables, then the textures
> can show at the same time.
>
> I just cannot figure out why this happens.
>
>   If it is due to depth test, why should such conflicts happen, since
> they have no overlapped pixels on the screen? Even it is due to depth
> test, why is the color  correct?
>
> Would someone please be so kind enough as to explain that to me?
>
> Thanks millions in advance!
>
> Best regards
> Shuiying
>
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