Re: [osg-users] creating HUD in seperate camera

2014-07-20 Thread Robert Osfield
Hi Bram, On 20 July 2014 00:35, Bram Vaessen wrote: > It seems the problem goes away when I remove this line: > > > Code: > rootNode->getOrCreateStateSet()->setTextureAttributeAndModes(4, > noiseTexture.get() ); > > > > noiseTexture is as the name suggest a noise texture (3d texture). > I suppo

Re: [osg-users] creating HUD in seperate camera

2014-07-19 Thread Bram Vaessen
It seems the problem goes away when I remove this line: Code: rootNode->getOrCreateStateSet()->setTextureAttributeAndModes(4, noiseTexture.get() ); noiseTexture is as the name suggest a noise texture (3d texture). I suppose I can move this texture up to the appropriate node instead of applay

Re: [osg-users] creating HUD in seperate camera

2014-07-19 Thread Bram Vaessen
When I use the osgText:Text classes, I still get the problem that everything is very dark. I use vec4(1,0,0,1) as color, but the actual color of the text on screen is (0.309803921,0,0). Is there a good way to find out the complete stateset that is used for a certain node? That should be able t

Re: [osg-users] creating HUD in seperate camera

2014-07-17 Thread Bram Vaessen
I posted some code in my original post. However, the code is part of a project that I cannot post as a whole (and you probably don't want that either). Can you tell me what parts of the code you would like to see, besides the code that I pasted in my first post? Is there a way to print the st

Re: [osg-users] creating HUD in seperate camera

2014-07-17 Thread Trajce Nikolov NICK
yes on the geometry and make it protected. The root of the viewer (if you are using the default) has a light attached to the scenegraph with lighting on that is casuing lighting of the scene, which your hud is part of it. If it doesnt help, then post your code some someone else can look at it as we

Re: [osg-users] creating HUD in seperate camera

2014-07-17 Thread Bram Vaessen
Do you mean on the geometry object itself? I just tried that now but no change... any other ideas? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60315#60315 ___ osg-users mailing list osg-users@list

Re: [osg-users] creating HUD in seperate camera

2014-07-16 Thread Trajce Nikolov NICK
Hi, I was struggling with this as well http://forum.openscenegraph.org/viewtopic.php?t=13199 Try setting lighting OFF on the quad as well Nick On Wed, Jul 16, 2014 at 5:40 PM, Bram Vaessen wrote: > Hi, > > I'm working on my own simple HUD/GUI system, and my idea was to use a > seperate o

[osg-users] creating HUD in seperate camera

2014-07-16 Thread Bram Vaessen
Hi, I'm working on my own simple HUD/GUI system, and my idea was to use a seperate orthogonal camera for that, which is attached to the root node, and is set to post-render. It does to work so far, except that the quad that I'm drawing on screen is about 4 times more dark than it should be. For