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--- Begin Message ---
Hi Jean-Daniel,
On Tue, 2005-01-18 at 09:44, Jean-Daniel Guyot wrote:
> Hello, thanks for the answer,
>
> The problem is that we use vrjuggler on top of opensg, in order to make
> it work in a CAVE. So it's really hard for us to modifiy this kind of
> things, because we would have to modifiy some vrjuggler-provided
> classes...
Hm, ok, Juggler makes that much more tricky.
> We were wondering if that'd be possible to write a shader in order to
> make the menu appear on top of the other objects : the menu is composed
> of 3D objects, and by playing with the depth of the pixels of these
> objects (with a fragment shader, we would make the z-buffer value of
> these pixels minimum), we could make them appear on top of every
> objects. The problem would be the occlusion between these menu elements
> : if one of these should appear on top of another, the comparison of
> their z-buffer values indicates which pixel we should enlighten. But as
> we cheated with these z-buffer values, they are equal and do not allow
> this. But if you think this could be a good way to create this effect,
> tell us, and I think we can find a way to avoid this problem, by using
> some user-defined variable to the shader.
It's relatively easy to make sure that they are rendered last: have some
Materials that are used exclusively for the menus (that's probably
happening anyway) and set their sortKey to something bigger than all
other used Materials (usually 1 will do fine ;).
The only problem is making sure that they don't intefere Z-Buffer-wise.
Depending on how complex your menus are you might be able to cheat by
switching off the depth test and rendering your menus just z-sorted
(using the sortKey). To switch off the depth test you would need to
write a new StateChunk (there's no existing one that does it).
That's the best way I can think of right now without diving deep into
the system.
Hope it helps
Dirk
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