Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
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 work

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Jean-Sébastien Guay
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 -- _

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
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

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Jean-Sébastien Guay
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, a

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
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 wh

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
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 Jean-Séba

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
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 : *node->se

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Ralph Kern
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

Re: [osg-users] Depth/Cull question

2008-12-04 Thread Vincent Bourdier
_ >> (C): (+1) 571-265-2612 >> (W): (+1) 703-437-7651 >> >> "Self defence is not a function of learning tricks >> but is a function of how quickly and intensely one >> can arouse one's instinct for survival" >> - Master Tambo Tet

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Vincent Bourdier
y one > can arouse one's instinct for survival" > - Master Tambo Tetsura > > > > -Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ulrich > Hertlein > Sent: Wednesday, December 03, 2008 12:53 AM > To: OpenSceneGraph Use

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Jean-Sébastien Guay
Hi Vincent, Near/Far calculation is already disabled You should not do this unless you're willing to manage your near/far planes (and not just setting 0.01 - 1 at all times). The near/far calculation will adapt to the real rendered geometry (after culling), so it will probably do a bett

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Vincent Bourdier
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 di

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Tomlinson, Gordon
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_ptr state = node->getOrCreat

Re: [osg-users] Depth/Cull question

2008-12-03 Thread Jean-Sébastien Guay
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... Sett

Re: [osg-users] Depth/Cull question

2008-12-02 Thread Ulrich Hertlein
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_ptr state = node->getOrCreateStateSet();* > > *state->setMode(GL_CULL_FACE, osg::StateAttribute::ON);* > >

Re: [osg-users] Depth/Cull question

2008-12-02 Thread Robert Osfield
Hi Vincent, The code you supply just relates to OpenGL state, it doesn't affect scene graph level culling at all. To disable the scene graph culling you simply do: node->setCullingActive(false); Robert. On 12/2/08, Vincent Bourdier <[EMAIL PROTECTED]> wrote: > Hi, > > Still me and my render

[osg-users] Depth/Cull question

2008-12-02 Thread Vincent Bourdier
Hi, Still me and my rendering problems : I just need to set a node to be always rendered (or not). It needs to not depend on the Zbuffer/culling. Maybe I am confuse, but I have tried this : *osg::ref_ptr state = node->getOrCreateStateSet();* > *state->setMode(GL_CULL_FACE, osg::StateAtt