I took a look at the osghud example but didn't see much of a difference
between my code, other than the fact that a cameraNode was also used in
osghud.
I believe I've managed to put the setState code in the right place, but
didn't realize it was actually working until I also set the
GL_DEPTH_TEST to off on the geode. Now the text will render on top of
all the other geometry, but is still very dim in most scenes. So now I
at least know that some of the StateSet changes I am making are carrying
down onto the text (depth testing).
The thing I don't understand is why the text is still being lit by
lights in some scenes but not others. In one scene the text is very
bright but instantly turns very dim when I move far away (about 50
meters in 3d space) from where the scene's geometry (and lights) are. In
other scenes where I also know there are lights, the text is dim and unlit.
Is there any other reason why the text may be acting in this way?
Nothing I do changes it's brightness or the fact that it is bright in
some scenes and not others.
Thanks again,
-Austin
Robert Osfield wrote:
No need to resend. The osghud example switches of lighting, and works
fine. Its just a matter of putting the StateSet in right place above
your Text subgraph.
On 6/23/06, austincb <[EMAIL PROTECTED]> wrote:
Robert,
I accidentally sent my reply to this to your gmail account. For some
reason it didn't save a copy in my sent folder, so if you could please
bounce that email back to me when you have time, I'll resend it to the
osg mailing list.
Sorry!
-Austin
Robert Osfield wrote:
> On 6/23/06, austincb <[EMAIL PROTECTED]> wrote:
>> Is applying that StateSet on the geode incorrect? Does it matter
whether
>> or not I do it before or after I add the text objects as drawables to
>> the geode?
>
> You must set the StateSet above the subgraph you want to switch of
> OpenGL lighting, the OSG inherits state top down.
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> http://www.openscenegraph.org/
>
>
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