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. :)

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