Re: [osg-users] Convert from screen space to world space and back to screen space.

2017-07-14 Thread Zach Basanese
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

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Yanwei Guo
OK, Thanks, Christian. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71277#71277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-o

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Christian Buchner
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

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Yanwei Guo
Hi, The code is in the attachment. And the shader files are at end of the code. TIA. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71275#71275 #pragma once #include #include #include #include #include #include #include #include #

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Christian Buchner
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

[osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Yanwei Guo
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