Hi Tim, On 14 June 2013 13:40, Tim Rambau <[email protected]> wrote: > I found a dirty hack... > I use the good looking version with GL_DEPTH_TEST enabled, but apply a vertex > shader for all text nodes with gl_Position.z = 0.0
Glad to hear that you've found a workaround, it still sounds like a rather odd combination to get things to work, making it sound like something else is amiss that you are just working around. However, given you are providing a workaround, rather than use a shader you could just use the osg::Depth state attribute to change the depth range of the text labels generated, this would avoid the need for the shader. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

