Hi guys,
First let me say sorry about the maildups I sent to the list on Friday,
I only sent one copy but our mailserver was having a funny day... (I also
received only one copy, but I know some people got as much as 7, go
figure... :)
This mail is sent using an external mailserver (for the moment) in the
hopes there'll be only one copy getting to the list...
On Mon, 27 Oct 2003, Gerrit Voss wrote:
> On Sat, 2003-10-25 at 01:56, Andreas Zieringer wrote:
> > Akos Balazs wrote:
> >
> > > Hi guys,
> > >
> > > I have a VRML model that has some billboard-like objects (mainly trees but
> > > some structures aswell) that should be partially-transparent, and the
> > > transparency should be controlled by the alpha channel of their textures.
> > >
> > > The problem is that when I render the scene I get the diffusecolor (white)
> > > of the objects where the texture is transparent, instead of the objects
> > > being transparent in those parts. Of course if I set the transparency of
> > > the object's material to 1, the object will be fully transparent, but
> > > that's not what I want. I remember there was some discussion a while ago
> > > about transparency in VRML but I don't remember the details... :)
> > >
> > > Please see the attachment for a minimalist example. Is this currently
> > > possible with OpenSG, is it a missing feature, or is it a bug? :)
> > >
> > > I use Gerrit's experimental VRML loader.
> > >
> > > Thanks,
> > > Akos
> >
> > Hi Akos,
> >
> > looks like a bug in the loader if you add a Blend chunk to the material
> > it looks fine.
>
> as SF is not really reliable ;-), it's not a bug it's a kind of feature,
> at least it is intended to be this way right now, just add a little
> transparency to your material and it works.
I don't get it, what does SF have to do with the VRML loader? :)
I've tried your suggestion of adding a little transparency but it didn't
seem to matter whether I add 0.01 or 1.0, the full object became totally
transparent... :( While this is not as bad as having white rectangles
around the trees in the scene, it's not good enough for me. :)
I haven't got around to try Andreas's suggestion yet, but I'll have to do
a bit of programming as my model is big so I'll have to traverse() the
graph after loading and add the blendchunk to each material encountered
(or possibly only to those which should be transparent, but I think this
chunk can safely be added to all materials).
Although this blendchunk-trick smells like a hack to workaround problems
in the OpenSG VRML loader, which is not very nice IMHO (any chance of
fixing/changing this behaviour in the long run?) but I can live with it.
:)
Thanks,
Akos
-------------------------------------------------------
This SF.net email is sponsored by: The SF.net Donation Program.
Do you like what SourceForge.net is doing for the Open
Source Community? Make a contribution, and help us add new
features and functionality. Click here: http://sourceforge.net/donate/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users