, December 03, 2008 12:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Depth/Cull question
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg::ref_ptrosg::StateSet
Jean-Sébastien Guay schrieb:
Hi Vincent,
Or perhaps your ground is a very very large sphere where no part of the
sphere can be culled away, so the far plane is actually behind the Earth
(which is very far away relatively to the distance between the airplane
and the ground)...
J-S
I
Hi Jean-Sébastien,
Using a HUD-like system seems to be a extrem solution for me... I am just
looking at a way to set a node always rendered...
For the moment, using the .osg format file to see my stateset, I see that
the culling test still stay ON.
I correct it ; my code is now :
*
Sorry :
made a mistake
*Depth {
UniqueID Depth_2
function NEVER
writeMask TRUE
range 0 1
}
*is really*
Depth {
UniqueID Depth_2
function ALWAYS
writeMask TRUE
range 0 1
}
*
2008/12/4 Vincent Bourdier [EMAIL PROTECTED]
Hi
Hi Vincent,
Using a HUD-like system seems to be a extrem solution for me... I am
just looking at a way to set a node always rendered...
I did not suggest a HUD approach, Ralph did. It's one possible solution,
but see below for what I'd suggest.
For the moment, using the .osg format file to
2008/12/4 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Vincent,
Using a HUD-like system seems to be a extrem solution for me... I am just
looking at a way to set a node always rendered...
I did not suggest a HUD approach, Ralph did. It's one possible solution,
but see below for what I'd
Hi Vincent,
My Earth model is already divided into lots of groups/drawables... So
when I put the normal COMPUTE_NEAR_FAR_MODE, the plane and the Earth are
well renderd... But, the frustum near plane is too far... because, even
if I can move in spatial mode... I need to go into the plane too,
2008/12/4 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Vincent,
My Earth model is already divided into lots of groups/drawables... So when
I put the normal COMPUTE_NEAR_FAR_MODE, the plane and the Earth are well
renderd... But, the frustum near plane is too far... because, even if I can
move
Hi Vincent,
But, this was working well weeks ago. So repair the bug is more simple
than to rebuilt half the code to adapt it...
Do you use source control? If so you can just compare your code from a
few weeks ago when it worked to the code now, and see what changed.
J-S
--
Hi Jean-Sébastien,
Of course I compared my current version and the last one...
If I keep the last one... nothing changes compared to new...
The big changed I did is to switch for osgViewer to composite Viewer...
I'll have a look on that... because I will become mad looking my code still
not
Hi Vincent,
My goal is to set this state in a callback, to allow changes when camera
is near the plane : the culling is good without cheating... when camera
is far from it, the culling/zbuffer makes stranges things, so I would
make the necessary things to set the plane always visible...
-users] Depth/Cull question
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
*state-setMode(GL_CULL_FACE
Hi,
I know that I want to render some nodes without Z-buffer. It is a choice,
implemented as a solution enabled ans disabled in real-time execution, when
necessary. Sure there will be no nodes (clouds) over it. I know exactly what
can be the associated problems.
Near/Far calculation is already
: Wednesday, December 03, 2008 12:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Depth/Cull question
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
*state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
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