Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-13 Thread Ulrich Hertlein
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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-11 Thread Vincent Bourdier
-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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-10 Thread Paul Martz
://www.skew-matrix.com/ +1 303 859 9466 _ 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

[osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Robert Osfield
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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Serge Lages
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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Serge Lages
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