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
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
--
_
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
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
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
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
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
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
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
_
>> (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
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
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
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
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
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
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);*
> >
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
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
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