Hello Dirk,
Thanks for the example code. I used your exact code, except that I modified the
last one to look like this :
void Arrow::makeTrans(NodePtr& node)
{
GeometryPtr geo = GeometryPtr::dcast(node->getCore());
if(geo!=NullFC)
{
doMat(geo->getMaterial());
}
MaterialGroupPtr mg = MaterialGroupPtr::dcast(node->getCore());
if(mg!=NullFC)
{
doMat(mg->getMaterial());
}
for (unsigned int i = 0; i < node->getNChildren(); i++) {
NodePtr child = node->getChild(i);
makeTrans( child );
}
}
So that instead of using a traversal functor, the function traverses all
children by itself (it's more convenient in my case, but should give the same
result, shouldn't it?)
Well, it still doesn't give any transparency on the objects where it should. The
objects stay fully opaque all the time.
I just tried something else : I added a TextureTransformChunk to a
SimpleTexturedMaterial (which is a subclass of ChunkMaterial, so that should
work right?) and tried translating the texture with that. It doesn't do
anything either. Could those two problems be related? The code I use for the
TextureTransformChunk is simply:
mWaterTextureTransform = TextureTransformChunk::create();
OSG::beginEditCP( mWaterTextureTransform );
{
Matrix transform( Matrix::identity() );
mWaterTextureTransform->setMatrix( transform );
}
OSG::endEditCP ( mWaterTextureTransform );
SimpleMaterialPtr waterMaterial = mWater->getMaterial();
OSG::beginEditCP( waterMaterial );
{
waterMaterial->addChunk( mWaterTextureTransform );
}
OSG::endEditCP ( waterMaterial );
And then, when I want to translate it (at every frame):
Vec3f translation( 0.0f, 0.0f, mBoatVelocity * delta_sec );
mWaterTranslation += translation;
OSG::beginEditCP( mWaterTextureTransform );
{
mWaterTextureTransform->getMatrix().setTranslate( mWaterTranslation );
}
OSG::endEditCP ( mWaterTextureTransform );
Basically, at this point, for this project, I've kind of given up on getting
these two things working. But I'd still like to know what I'm doing wrong,
because I'd like to use OpenSG for some projects in the future.
Thanks in advance,
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org
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