[osg-users] A problem of depth on osgText::Text in programmable pipeline
Christian Buchner
christian.buchner at gmail.com
Fri Jul 14 05:59:18 PDT 2017
Okay, so you are modifying depth testing by attaching an osg::Depth object
to the stateset... which OSG maps to glDepthFunc() glDepthRange() OpenGL
API calls.
As you are not modifying gl_FragDepth and not using any fragment discard,
the early Z testing would still apply before entering the fragment shader.
But I am not an expert with this, so I will leave it to other people to
jump in with possible explanations for any mismatch between fixed function
and shader pipeline that you are seeing.
Christian
2017-07-14 14:37 GMT+02:00 Yanwei Guo <expectances at sina.com>:
> Hi,
> The code is in the attachment.
> And the shader files are at end of the code.
>
> TIA.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71275#71275
>
>
>
>
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