Hello,
Maybe in the RegisterViewPortCallBack
you can set the siDisplayCallback to siPreEndFrame  or siEndFrame so it is 
drawn after all other elements in the scene

Hope it helps

ben

From: [email protected]
Date: Fri, 12 Apr 2013 10:21:32 +0800
Subject: Re: needing help with writing a custom display callbacks
To: [email protected]

Thanks Nicolas for the prompt reply.
I tried disabling depth testing, lighting and cull face but it still draws 
behind the 3D object. I know swapping buffers is not allowed since Softimage 
closes itself after that.



--Angeline TanJunior TD
One Animation

On 12 April 2013 00:35, Nicolas Burtnyk <[email protected]> wrote:



Hi Angeline,
You can try disabling depth testing before drawing your 2d stuff, using 
glDisable(GL_DEPTH_TEST).



-Nicolas



On Thu, Apr 11, 2013 at 3:16 AM, Angeline <[email protected]> wrote:




Hi everyone, 
I've been working on display callbacks and am having some trouble. I am trying 
to display some information for the animators at One Animation. 






>From my understanding of opengl render sequence, 3D objects are render before 
>2D displays:
// drawing 3D world

push GL_PROJECTIONloadIdentityset ortho






push GL_MODELVIEWloadIdentity



clear color and depth buffer






// draw 2D information
pop GL_MODELVIEW





pop GL_PROJECTION 
I placed my 2D drawing codes in the function below based off the Sample Display 
Callback example from the Softimage SDK.





void   MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * );
The problem I'm facing is that the 2D information is drawing behind the 3D 
objects.







Thanks

Angeline
Junior TD 
One Animation







-- 
Angeline Tan
Junior TDOne Animation
                                          

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