HI Tim, You don't say how you are disabling the depth test, or how this might be affecting the result, so I'm rather left grasping at straws at what might be going on. The only thing I can think of that you are modifying the state attached to the osgText::Text drawable, but as Text plays games with multiple StateSet associated with the osgText::Font as it needs to handle the glyphs spilling out over multiple Texture. This unusually handling of StateSet in Text means that you can't just directly manipulator the Text's StateSet as you'd do with normal osg::Drawable.
Instead if you want to modify state for a Text then you should do it via the StateSet attached to the osg::Geode that is the Text's parent. Whether this is the issue in your case I can't say. Robert. On 14 June 2013 11:45, Tim Rambau <[email protected]> wrote: > Hi all, > > I have some kind of quality problem with the textured glyphs from osgText. > For a display I would like to have text on every node in the scene, with the > text staying on top. So I disabled the depth test for all text geodes. Looks > good. > > But when I start to change the text with setText() every second, the textured > glyphs get somewhat "dirty"... (See attached picture with GL_DEPTH_TEST > off/on) > > Thanks for any help! > > Tim. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=54604#54604 > > > > > _______________________________________________ > 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

