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Re: StringTexture background transparency weirdness
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Re: StringTexture background transparency weirdness




On Dec 7, 2006, at 3:10 PM, Jeffrey Johnson wrote:

I'm using gluPerspective, and GL_DEPTH_TEST is enabled, because I need the labels to be z-sorted and stay near their objects.

Depth buffer writing is the problem. You're drawing the labels before the other content, placing values into the depth buffer. The pixels from the spheres then fail the depth test.


You should defer all the text rendering until you have drawn the rest of your content, disable depth writing (glDepthMask(GL_FALSE)), and then manually depth sort your labels before drawing.

Richard
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 >StringTexture background transparency weirdness (From: Jeffrey Johnson <email@hidden>)



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