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),
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:
>
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
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