Thanks for the response Steal.
So, if I'm reading that post correctly, I can multiply my vector of (x, y, 0)
by ModelInverse*ViewInverse*WindowMatrix, apply my 3D rotations, and then
multiply the resulting vector by Model*View*Window to get back to screen-space.
I'll give it a try!
Zach
Stea
OK, Thanks, Christian.
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Okay, so you are modifying depth testing by attaching an osg::Depth object
to the stateset... which OSG maps to glDepthFunc() glDepthRange() OpenGL
API calls.
As you are not modifying gl_FragDepth and not using any fragment discard,
the early Z testing would still apply before entering the fragmen
Hi,
The code is in the attachment.
And the shader files are at end of the code.
TIA.
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#pragma once
#include
#include
#include
#include
#include
#include
#include
#include
#
I think we need code and screenshots to understand your problem.
I don't know about any "Depth" parameter in OpenGL. I know about a
polygonOffset that affects rendering order for triangles located at similar
Z buffer depths.
Christian
2017-07-10 9:29 GMT+02:00 Yanwei Guo :
> Hi,
>
> I meet suc
Hi,
I meet such a problem. I put some text nodes in the scene. And they are all
located on the same plane. I set the 'Depth' in order to control their z-order.
The result is right at the fixed pipeline version of osg. But at the
programmable pipeline, the result is not always right.
I'm using
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