Hi. I have a simple model I wanted to apply transparency to. I load the model data into a geometry node, and set my scene up. To get a transparent effect, I apply an alpha value to gl_FragColor in my fragment shader.
The shaders are trivial: Vertex: void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment: void main() { gl_FragColor = vec4(1,0,0,0.5); } I get a strange output that sort of works, but renders a different result based on the camera position. It's hard to describe so I attached a short youtube clip. It seems like certain triangles are only rendered at certain camera angles. http://youtu.be/fQUFSff-uuU I played around with some of the settings I thought might be relevant but I still get the effect that the video shows. osg::StateSet *ss = geodeMesh->getOrCreateStateSet(); ss->setAttributeAndModes(shProgram,osg::StateAttribute::ON); ss->setMode(GL_BLEND,osg::StateAttribute::ON); // options i tried changing around // ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); // ss->setMode(GL_DEPTH_WRITEMASK,osg::StateAttribute::OFF); // ss->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); // ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); Any advice would be appreciated. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org