Currently I am using OSG 1.1

On 8/9/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Which version of the OSG are you using?

On 8/8/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
> Thanks for reply. Below is my code creating the HUD node. You could see it
> is almost the same with the osgHud example.
>
>     m_hudNode = new CCAuxHUDNode;//I subclassed CameraNode to put my HUD
> things (text, background, etc)
>                                                          // inside the
> class. nothing else.
>     m_hudNode->CreateHUD(m_viewWidth, m_viewHeight);
>
>     m_hudNode->setProjectionMatrix(osg::Matrix::ortho2D(0,
> m_viewWidth, 0, m_viewHeight));
>
> m_hudNode->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>     m_hudNode->setViewMatrix(osg::Matrix::identity());
>
>     m_hudNode->setClearMask(GL_DEPTH_BUFFER_BIT);
>
> m_hudNode->setRenderOrder(osg::CameraNode::POST_RENDER);
>
>
> m_hudNode->setComputeNearFarMode(osg::CullSettings::ComputeNearFarMode::DO_NOT_COMPUTE_NEAR_FAR);
>
> DO_NOT_COMPUTE_NEAR_FAR is not for the HUD. It's for the rest of my scene,
> as you could see in my last email's attachment. Having the feeling that
> computing near/far for HUD will alter near/far range for the rest of my
> scene, although this could be completely wrong....
>
>
> On 8/8/06, Robert Osfield < [EMAIL PROTECTED]> wrote:
> > Hi Yanling,
> >
> > You seem to be fighitng the API.  For HUD's you really shouldn't need
> > to mess around with the compute near far too much - simply disable the
> > depth test, or do a depth clear at the begining of the HUD.
> >
> > Robert.
> >
> > On 8/8/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
> > > Hi, just want you to know when using Fox toolkit 1.6.6 with
> > > Producer::RenderSurface and osgUtil::SceneView, there may be a problem
> with
> > > HUD.....
> > >
> > > I have created a CameraNode for HUD following the osgHud example. I have
> to
> > > manually set
> > >
> > >
> m_hudNode->setComputeNearFarMode(osg::CullSettings::ComputeNearFarMode::DO_NOT_COMPUTE_NEAR_FAR);
> > >
> > > otherwise the near/far limit won't be correct and triangles close
> together
> > > will be rendered incorrectly. Please see attached z_buffer.gif.
> > >
> > > Here is the history of the HUD problem I have encountered..
> > >
> > > 1. osg 0.9.9, created HUD using Projection and MatrixTransform, no
> problem
> > > at all
> > > 2. osg 1.0, created HUD using CameraNode, has to set
> > > DO_NOT_COMPUTE_NEAR_FAR, otherwize broken trackball control (after you
> move
> > > scene behind the camera, you cannot move it back)
> > > 3. osg 1.1, created HUD using CameraNode, need to switch from FXGlcanvas
> to
> > > Producer::RenderSurface, otherwise a black window will be shown when
> using
> > > HUD, also has to set
> > > DO_NOT_COMPUTE_NEAR_FAR, otherwise there is rendering problem related to
> > > z-buffer (z-buffer range too large to correctly render closer
> triangles).
> > >
> > > Tired with the HUD thing... It may be a compatibility problem with
> sceneview
> > > and fox toolkit...
> > >
> > > Regards,
> > > Yanling
> > >
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> > >
> > >
> > >
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>
>
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