Re: [osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Jannik Heller
Hi, Indeed, the depth attribute is the way to go. You also need to set a high RenderBin number to make sure that the object you don't want occluded is always rendered last: Code: mygeometry->getOrCreateStateSet()->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS),

Re: [osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Trajce Nikolov NICK
Hi, you can add Depth attribute to your fat vertex with ALWAYS set as a depth test something like mygeometry->getOrCreateStateSet()->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS), osg::StateAttribute::ON) On Wed, Jul 6, 2016 at 9:08 PM, Daniel Neos wrote: >

[osg-users] Keep Geometry always visible withtout occlusions

2016-07-06 Thread Daniel Neos
Hi, I have a scene consisting one geometry node. This node contains 2 geometries. One of them has a lot of vertices, color are bound per vertex. The other one is a single vertex, but set with a point of the size of 15, basically it is just a 'fat' vertex. This servers as a marker. This marker