Hi,

I was struggling with this as well
http://forum.openscenegraph.org/viewtopic.php?t=13199 .... Try setting
lighting OFF on the quad as well

Nick


On Wed, Jul 16, 2014 at 5:40 PM, Bram Vaessen <[email protected]>
wrote:

> Hi,
>
> I'm working on my own simple HUD/GUI system, and my idea was to use a
> seperate orthogonal camera for that, which is attached to the root node,
> and is set to post-render. It does to work so far, except that the quad
> that I'm drawing on screen is about 4 times more dark than it should be.
> For example when I try to make it white, it becomes color (63,63,63).
> I'v set lighting to off, use no shader, tried setting fog off, I tried
> setting blending off (but that should be turned on at some point
> anyway...), but whatever I do it still is much darker than it should be.
>
> Any idea what could be the cause of this?
>
> This is how I create the camera:
>
>
> Code:
> osg::ref_ptr<osg::Camera> camera = new osg::Camera();
>         camera->setViewport(new osg::Viewport(0,0,width,height));
>         camera->setClearMask(GL_DEPTH_BUFFER_BIT);
>         //camera->setClearColor(osg::Vec4(0,0,0,0));
>         camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>         camera->setRenderOrder(osg::Camera::POST_RENDER,0);
>         camera->setProjectionMatrixAsOrtho2D(0,width,height,0);
>         camera->getOrCreateStateSet()->setMode(GL_BLEND,
> osg::StateAttribute::OFF); //blend
>         camera->getOrCreateStateSet()->setMode(GL_LIGHTING,
> osg::StateAttribute::OFF);
>
>
>
>
> and this the quad:
>
>
> Code:
> rectGeom = new osg::Geometry();
>         rectGeom->setSupportsDisplayList(false);
>         osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
>         osg::ref_ptr<osg::Vec2Array> texcoords = new osg::Vec2Array;
>         vertices->push_back(osg::Vec3d(0,0,0));
> texcoords->push_back(osg::Vec2(0,0));
>         vertices->push_back(osg::Vec3d(width,0,0));
> texcoords->push_back(osg::Vec2(width,0));
>         vertices->push_back(osg::Vec3d(width,height,0));
> texcoords->push_back(osg::Vec2(width,height));
>         vertices->push_back(osg::Vec3d(0,height,0));
> texcoords->push_back(osg::Vec2(0,height));
>         rectGeom->setVertexArray(vertices);
> osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
>         colors->push_back(osg::Vec4(0,0,1,1));
>         colors->push_back(osg::Vec4(0,1,0,1));
>         colors->push_back(osg::Vec4(1,0,0,1));
>         colors->push_back(osg::Vec4(1,1,1,1));
> rectGeom->setColorArray(colors);
>         rectGeom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
>         //rectGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
>         rectGeom->addPrimitiveSet(new
> osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));
>
>
>
> Any ideas?
>
> Thank you!
>
> Cheers,
> Bram
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60300#60300
>
>
>
>
>
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>



-- 
trajce nikolov nick
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