>> Dear All!
>> 
>> I have a simple scene with a single geometry and material  loaded from a 
>> VRML file
>> with the SceneFileHandler class.
>> I want to chnage the transparency of the object with the
>> MakeTransparentGraphOp class, but unfortunatly it doesn't work
>> properly for transparency values > 0 and < 1.
>> (This issue has been discussed before Vol 6, Issue 47 Msg:2, without a
>> solution).
>> I use OpenSG 1.8.
>> 
>>         MakeTransparentGraphOp *op = new MakeTransparentGraphOp();
>>         float alpha = 0.5;
>>         std::ostringstream str;
>>         str << "transparency=" << alpha;
>>         op->setParams ( str.str()  );
>>         graphOperator->addGraphOp(op);
>> 
>> Could anyone give some hints, how to solve this problem 

> hm, for me it seems to work, I just used the testSingleOp test program
> (Source/System/GraphOp/testSingleOp.cpp) to make a semi-transparent tie
> model (Tutorial/Data/tie.wrl).
> I called the test program like this:
> ./testSingleOp MakeTransparent transparency=0.5 tie.wrl tie.trans.osb

> Loading the model with, e.g. testNavigator tie.trans.osb gives me 
> translucent tie. Could you please compare your code with the 
> testSingleOp program to see if there is any difference ?

>> and how to
>> change the sorting sequnce within a single node to get rid if the
>> artefacts.

> Now that is a more difficult problem which in general would require at
> least polygon level depth sorting of the transparent polygons. OpenSG 
> does not do this, as it would be extremely slow, but depending on your
> needs you can often get away with using a different blend function. If
> you use one that is independent of the destination fragments the 
> transparency might not look as nice, but it becomes independent of the
> rendering order.

>         Hope it helps,
>                 Carsten

Hi!

Thanks for the great help. It seemed that my 1.8 OpenSG Version was
too old - an update did the trick ;)
Now I use the blend functions GL_ONE and GL_SRC_ALPHA, which do a good
job.

Robert


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