Greetings,
I am experiencing problems rendering osgText::Text and osgText::Text3D
in the same scene. I have boiled it down to a nice bite-size chunk of
code which I have attached. I am running version 2.8.
Is this a bug?
Frank
#include osgViewer/Viewer
#include osg/Group
#include osg/Camera
You should also take a look at
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter15.html
and the osgdepthpeeling example. Looks like its close to what you want.
Frank
On Fri, Feb 06, 2009 at 10:45:35AM +0100, Serge Lages wrote:
Thanks Guillaume,
The page you've spotted give
For sure the best thing to do would be to process the incoming data as
suggested. However, you might be able to get OpenGL to do what you want
by setting all material properties for both sides of the polygon and
enabling two sided lighting. Something like this.
osg::ref_ptr osg::LightModel
I have commented out those lines in svn revision: 9171. The problem with
2D scenes I reported is gone and everything else seems to work as it did
before.
If you would like, I would be happy to write a regression test.
Frank
On Sun, Nov 16, 2008 at 11:41:10AM +, Robert Osfield wrote:
Hi
I think I figured it out. It looks like even with culling turned off,
nodes that are behind the eye point are culled. See
osgUtil/CullVisitor.cpp line 645.
I now calculate the view matrix as follows.
osg::Matrixd matrix = osg::Matrixd::translate( -center );
matrix.postMultRotate( osg::Quat(
osgUtil/CullVisitor.cpp line 644-645:
// whole object behind the eye point so discard
return false;
Perhaps its not called culling in this case but my code hits this return
statement and as a result, the drawable is not added to the StateGraphList in
RenderBin. OpenGL is never given a chance
Greetings osg community,
I'm have written a custom MatrixManipulator for a 2D scene and I am
experiencing a strange problem. As I pan and zoom around, some of the
nodes in the scene disappear abruptly as if they are being culled
inappropriately. However, disabling culling has no effect.
The
Hi Robert,
Thanks for the quick response. That was a good suggestion. However it
looks like that is not the problem. All of my nodes live on the z=0.0
plane and my projection matrix is
osg::Matrixd::ortho( -aspectRatio, aspectRatio, -1.0, 1.0, -1.0, 1.0 )
I have attached a small code sample
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