On Tue, Dec 15, 2009 at 5:04 PM, Carsten Neumann <carsten_neum...@gmx.net>wrote:
> 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. > Yes, its working now. I'm now using OSGTextureObjChunk class to handle the work for me. Indeed, after reading the documentation you pointed I was able to understand the problem. Since I was using OpenGL directly, it wouldn't work... ;-/ Thanks! > > Cheers, > Carsten > > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and > easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users > Cheers , Pablo
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