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.
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