[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.


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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