Hi, On Mon, 2003-10-27 at 11:22, Akos Balazs wrote: > Hi guys,
> > 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? :) ;-))), not much really except that getting mails out if order makes following the dicussion thread a little bit more difficult ;-) > 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. > :) Hmm normally the transparency stuff should do, I'll check it with your model. May take a second as I have to rebuild my loader first ;-)) gerrit ------------------------------------------------------- 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
