Hi John,

I'm afraid I don't follow.  Please have a look at examples like
osghud, or the way that HUDs are done for the stats/help handlers.

Robert.

On 8/28/07, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:
> Robert,
>
> If I have view frustum culling enabled, and I put the text on the screen
> using native glOrtho() calls, but the text's transform only contains a
> screen coordinate, would it get wiped out because of that? Should I be
> using osg's transforms to make the HUD text? I think maybe it is being
> culled when in fact it is being drawn on the screen using OpenGL
> transforms. Does this sound feasible?
>
> John
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Tuesday, August 28, 2007 4:48 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Calling drawImplementation manually
> onaosgText::Text object
>
> Hi John,
>
> osgText::Text doesn't need an update traversal to sync itself after an
> update, so it should be possible to update the text, draw the text,
> update the text etc.  As to why this doesn't work in your case I do not
> know, its hardly a part of design spec for osgText.
>
> I would however suggest if you have multiple text entries on a single
> then use multiple text objects.
>
> Robert.
>
> On 8/27/07, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:
> > Hi Robert.
> >
> > I got it to work a little bit better. I want our user to be able to
> > call this multiple times on a single post-draw event. The way it is
> > now, I am able to call the underlying osgText object's
> > drawImplementation once and it looks correct. The next time I call it,
>
> > however, all I get is a series of squares where my letters should be.
> > I am guessing that this is because it must receive a visitor on the
> update traversal or something.
> > Is there a way I can get around this too?
> >
> > Thanks for all of your help over the last several months!
> >
> > John
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Robert Osfield
> > Sent: Monday, August 27, 2007 3:33 PM
> > To: osg-users@lists.openscenegraph.org
> > Subject: Re: [osg-users] Calling drawImplementation manually on
> > aosgText::Text object
> >
> > Hi John,
> >
> > The closest code to what you are trying to achieve can be found in the
>
> > osgProducer projects src/osgProducer/ViewerEventHandler.cpp where is
> > sets up the and renders the stats and help.
> >
> > In 2.x and osgViewer's stats and help I just go ahead and use a full
> > blown scene graph as it makes more things just more straight forward.
> >
> > Robert.
> >
> > On 8/27/07, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >
> > > Hello all, and long time no see!
> > >
> > > I am trying to create an osgText::Text object and call
> > > drawImplementation on it manually. I think it is almost working.
> > > Here is how I am setting up the RenderInfo that I am passing in:
> > >
> > >          spState = new osg::State();
> > >          spViewState =
> > > spSceneView->getRenderInfo().getState();
> > >          if( spViewState.valid() )
> > >          {
> > >             spState->setGraphicsContext(
> > > spViewState->getGraphicsContext() );
> > >             spState->setContextID( spViewState->getContextID() );
> > >          }
> > >          renderInfo = osg::RenderInfo( spState.get(),
> > > spSceneView->getView() );
> > >
> > > The problem is, that the textures are being lost. Can anyone help me
>
> > > to accomplish this without adding the osgText::Text to the
> > > sceneview's
> >
> > > scene data?
> > >
> > >
> > > Much appreciated!
> > > John
> > > _______________________________________________
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> > > osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> > > org
> > >
> > >
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