Re: [osg-users] constant size overlay

2012-07-10 Thread Robert Osfield
Hi Michael, Using that many separate transform nodes will not be efficient. Is there a reason why you are using so many transforms in each subgraph? I think it would be best to explain at a high level what you are trying to achieve as there a number of different approaches one can take to tackle

Re: [osg-users] constant size overlay

2012-07-09 Thread Michael Schanne
It turns out that using point sprites is not an option for me as I now have a requirement that the objects must rotate with the world. I could use AutoTransform with setAutoScaleToScreen(true) and setAutoRotateMode(NO_ROTATION), but it's still not quite fast enough for my application. I am

Re: [osg-users] constant size overlay

2012-07-06 Thread Sergey Polischuk
Hi, Michael Alpha to coverage have any effect only when drawing to csaa or msaa multisampled render target or fb. Cheers, Sergey. 06.07.2012, 03:00, Michael Schanne michael.scha...@gmail.com: Alpha to coverage didn't have any visible effect, but using alpha testing instead seems to work:

Re: [osg-users] constant size overlay

2012-07-05 Thread Michael Schanne
Alpha to coverage didn't have any visible effect, but using alpha testing instead seems to work: Code: osg::AlphaFunc *af = new osg::AlphaFunc(); af-setFunction(osg::AlphaFunc::GEQUAL, 0.75f); ss-setAttributeAndModes(af, osg::StateAttribute::ON); Cheers, Michael[/code] --

Re: [osg-users] constant size overlay

2012-07-04 Thread Michael Schanne
Thanks! My other mistake was using DECAL instead of REPLACE in my TexEnv. I didn't realize DECAL was keeping the point's original alpha, which made the entire point sprite transparent, not just the X. I still don't quite have the visual effect I want yet. When the X's are close enough to

Re: [osg-users] constant size overlay

2012-07-04 Thread Martin Scheffler
maybe you can use alpha to coverage? It's another state attribute you can set, maybe you can google that It only works if you have antialiasing enabled. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48695#48695

Re: [osg-users] constant size overlay

2012-07-03 Thread Michael Schanne
My initial implementation with AutoTransform is not fast enough for my application. I have thousands of MatrixTransforms sharing a single AutoTransform with a child Geode, containing a geometry with two lines. I was getting around 17 fps. Removing the AutoTransforms improved the framerate to

Re: [osg-users] constant size overlay

2012-07-03 Thread Martin Scheffler
You have to enable blending. Try this: [code] ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED | osg::StateAttribute::ON); [/code] Thank

Re: [osg-users] constant size overlay

2012-03-27 Thread Michael Schanne
AutoTransform was exactly what I needed; thanks :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46638#46638 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] constant size overlay

2012-03-27 Thread Martin Scheffler
If you don't need the overlays to be clickable then you can also attach point sprites to your scene elements. That should be a little more performant than the autotransform thing. Turn off depth test to make the icons shine through. Cheers, Martin -- Read this topic online

Re: [osg-users] constant size overlay

2012-03-26 Thread Jason Daly
On 03/26/2012 09:03 AM, Michael Schanne wrote: Hi, I want to use OSG to create an overlay where I have different symbols marking certain points in my scene. I want these symbols to remain a constant size in screen coordinates until crossing certain thresholds (for example, they are size A