Hello Pablo,

Pablo Carneiro Elias wrote:
> I've built a custom fieldcontainer, which inherits from MaterialDrawable.
> So, my wish is to render a single transparent geometry with a RGBA texture
> (i.e a quad).

hm, ok, not sure why you need a custom container, but I guess there is a 
bit more going on than you describe?

> I have the full render control, so I set my own transparency using the RGBA
> texture. But to make osg consider the sortKey of the material, I must set
> transparency to any value > 0 within the custom node's material, isn't?

I'm afraid I don't understand the question. The general idea is that a 
MaterialDrawable provides the "geometric" data to render (vertices, 
normals, etc) and the Material it points to is in charge of determining 
the appearance. Of course in practice the two usually have to complement 
each other (e.g. the MaterialDrawable needs to supply texture 
coordinates for textures stored in the material).

> It seems that some sort of conflict is happening between opensg texture obj
> and my custom node...

What is the effect of that conflict you describe, i.e. what are you 
seeing (not seeing) and what would you expect instead?

> I have other non-custom nodes using textures (built
> using OSG API and TextureObjChunks). Is there any special thing one should
> do to get a custom node working using textures along with other non custom
> nodes? I'm using glGenTextures to create textures slots..

To get OpenGL ids you should probably use the interfaces provided by 
Window to obtain "GLObject" ids. Take a look at how TextureObjChunk or 
other types that use gl ids register a handleGL function and how they 
use Window to get a real OpenGL id from the one they store in their gl 
id fields.
There is also a section in the Window.dox file in the sources that 
explains the general idea behind the OpenGL id handling.

        Cheers,
                Carsten


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