Hi Vincent,
On 9/1/09 9:15 PM, Vincent Bourdier wrote:
But, an other problem appear. Disabling culling, my Geode looks like bad now...
that
seem logical... no culling, so all faces are rendered...
You have to be careful what you mean by culling: in your example code you're turning off
node
-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent
Bourdier
*Sent:* Friday, January 09, 2009 2:58 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi,
Thanks for your explanations.
If anyone can explain me the Depth class
://www.skew-matrix.com/
+1 303 859 9466
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: Friday, January 09, 2009 2:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Depth, CULL, renderBin : what
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
over the other nodes. In other words, If I apply this on an osgText, I would
be able to read the text whatever my camera position can be (of
Hi Vincent,
There are a number of different ways you can force an object(s) to
render over the top of the rest of the scene. One way is the render a
HUD scene after the main scene has rendered using a in viewer Camera
or in scene Camera, other is set the RenderBin details on the a
StateSet
Hi Vincent,
I'll try to answer to your questions...
On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier vincent.bourd...@gmail.com
wrote:
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
Hi,
Thanks for your explanations.
If anyone can explain me the Depth class and the binName string , I would be
very grateful.
For now, I've tried this :
*void setNodeAlwaysRendered(osg::Node* n)
{
if(!n) return;
osg::ref_ptrosg::StateSet state = n-getOrCreateStateSet();
//no
Re,
Some correction :
But nothing changed... I apply it on a PAT, and on a geode ... but the node
it still culled by the other one... I use HUDs in the scene, but the scene
graph is not attached to them... so I don't think it can explain that.
Correction : Sorry I was wrong, it works on a
Make sure your protect your mode :
*state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF|**
osg::StateAttribute::PROTECTED|osg::StateAttribute::OVERRIDE**);*
On Fri, Jan 9, 2009 at 10:57 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
Thanks for your explanations.
If anyone
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