On Mon, 2008-10-06 at 08:49 -0400, Jeremy Moles wrote: > Hey folks! Wanted to solicit some advice, if that's cool. :) > > If you take a look at the osgPango site and browse to the bottom, there > is a video demonstrating usage with osgPango (a font/text library I'm > working on before diving back into osgWidget) and AnimTK (an animation > library by Cedric Pinson). > > A link to the video is here: > > http://the-bob.org/~jlmoles/osgPango/osgPango-animtk.wmv > > At any rate, my question is this: in that video, we're using AnimTK to > adjust the positions of the quads to simulate the pulses they make. > However, as you can see, there are strange black artifacts around the > glyphs when viewed from the front, and I was wondering if anyone had any > advice as to what is causing this or if it's even avoidable at all. Some > key things: > > - This is a single osg::Geometry object; I'm pretty sure > I could make each glyph a separate object and achieve the > desired effect. However, it would be entirely too slow. > > - The quads themselves are multi-textured GL_ALPHA images > using a complex osg::TexEnv object. I disabled this, but > it didn't seem to make any difference. > > - For this particular test, I made sure each quad had > a descending Z value. > > I feel pretty sure this has something to do with the draw order of the > Geometry, but I'm not entirely sure that it is something I can avoid > given my constraints and usage. > > Has anyone seen something like this before? Any tips or advice?
Okay, answered my own question. I reversed the index order (by reversing my calls to addPrimitiveSet()) and it renders properly from the front. I'm an idiot. :) > ______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org