Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-11-02 Thread stefan nortd
I think I have solved the issue. It turns out that if I simply set a render bin index on all my nodes that contain an osgText, things work as expected. Surprisingly I don't need to set the osg::StateSet::OVERRIDE_RENDERBIN_DETAILS. I would assume this is normal behavior. I think my main error

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread stefan nortd
Thanks Paul, Jeremy, So after some contemplation I am pretty sure I want to use the painter's layering. The reason is that if for example I want to rotate a panel in front of another one I don't want it to intersect with panals behind it. I could use orthographic projection and dynamically

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread Paul Martz
Are you setting this StateSet on the parent Group or Geode above all your Text? If so, it should work. If it's not working, then this should be investigated and resolved. I'd advise creating a very simple scene graph that appears to reproduce the behavior, and stepping through the CullVisitor

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread Paul Martz
Better idea -- Write out the subgraph that draws your text -- and also contains the override render bin bit, to a .osg file and post here or email me. I'll take a look to see if the render bin details are set correctly. -Paul Paul Martz wrote: Are you setting this StateSet on the parent

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread stefan nortd
How does this look like ... Code: PositionAttitudeTransform { UniqueID PositionAttitudeTransform_15 nodeMask 0x cullingActive TRUE StateSet { UniqueID StateSet_16 rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_LIGHTING OFF

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread Paul Martz
stefan nortd wrote: How does this look like ... I would put the StateSet with the override flag all the way at the topmost Group in your UI, above all the Text and above all the other geometry you're drawing with the text. The one drawable is the osgText. I am also :O new to writing osg

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-25 Thread stefan nortd
Hey Paul, Jeremy, So, text is in the transparent RenderBin. Hmm that makes sense. I was hoping there is simple explanation. I guess I could use depth testing. The main problem I had with this was to come up with a fairly simple algorithm to determine the z position. It would mean to layer the

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-25 Thread Paul Martz
stefan nortd wrote: It would mean to layer the panels close together so their size is not affected and still far enough away from each other to not run into depth buffer resolution issues. Is there a reason you are using a perspective projection? This would not be an issue with an

[osg-users] layering of text and geometry in a 2.5D setup

2009-10-24 Thread stefan nortd
Hi, I am working on a widget system and have problems with how osgText:Text is layered. My text always ends up above the geometry. I have a root node that has depth testing disabled. Under it is a hierachy of rectangle-like panels. Some of them have text labels. All my geometry layers as

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-24 Thread Jeremy Moles
On Sat, 2009-10-24 at 20:59 +, stefan nortd wrote: Hi, I am working on a widget system and have problems with how osgText:Text is layered. My text always ends up above the geometry. I have a root node that has depth testing disabled. Under it is a hierachy of rectangle-like panels.

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-24 Thread Paul Martz
osgText::Text uses a font texture map with alpha values to encode the glyph, and text is drawn as a textured quad with blending enabled. Because of the use of alpha and blending, osgText::Text implicitly places text quad geometry in the transparent RenderBin. This is what you typically want