Re: Disable Depth writting

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From: mnippere++at++csc.com.au
Date: 12/20/2000 17:19:47


Julien,

You can still use the glDepthMask calls, all you have to do is set up pre
and post draw call backs on the pfNode of interest.
This will allow you to return the depth mask to its previous state.

node->setTravFuncs( PFTRAV_DRAW, _preDrawCallback, _postDrawCallback);

int _preDrawCallback( pfTraverser* trav, void* travData )
{
  glGetIntegerv(GL_DEPTH_WRITEMASK, &state);
  glDepthMask(GL_FALSE);

  return PFTRAV_CONT;
}

int _postDrawCallback( pfTraverser* trav, void* travData )
{
  glDepthMask(state);

  return PFTRAV_CONT;
}

Julien <roger++at++ai.cluny.ensam.fr>++at++ai.cluny.ensam.fr on 20/12/2000 23:36:35

Sent by: roger++at++ai.cluny.ensam.fr

To: info-performer++at++sgi.com
cc:
Subject: Disable Depth writting

Hi,

I need to disable the modifications of the depth buffer made by a
specific
pfNode. What I want is not to disable depth buffer test, but I want that
my
pfNode don't modify the depth buffer.
In OpenGL, it is possible with the glDepthMask command...
but in Performer, how can I do that, only for one pfNode in the scene ?

Thanks,
     Julien.

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                 Julien ROGER | Institut Image / ENSAM
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