Hello Carsten,
this way works better. Thanks.
Michael
Gesendet: Samstag, 04. Oktober 2014 um 09:31 Uhr
Von: "Carsten Neumann" <carsten.p.neum...@gmail.com>
An: opensg-users@lists.sourceforge.net
Betreff: Re: [Opensg-users] Material Override
Von: "Carsten Neumann" <carsten.p.neum...@gmail.com>
An: opensg-users@lists.sourceforge.net
Betreff: Re: [Opensg-users] Material Override
Hello Michael,
On 10/01/2014 02:14 PM, Michael Raab wrote:
> I need to correct my answer. ;-) There are still problems with the
> visual overlay of the highlight material.
> 1.) If I use a wireframe as highlight the overlay works as expected..
> 2.) If I use GL_FILL for the highlight it is not rendered over the
> 'normal material'. For example if I render a cube with backface culling
> enabled, I can see no difference form the outside, but inside I can see
> the highlight material.
> My first guess was depth buffer related issueds. I already tried to
> manipulate the DepthChunk but even with GL_ALWAYS I can't see the
> highlight from the outside.
> 3.) If I use a transparent material as highlight, the transparency is
> only correct applied within the sub tree.
hmm, I had not considered how creating a new partition affects the
material sorting. So I think what we want here is that the stage does
not create new partitions, but only takes control over traversing the
tree below it. Can you try removing the {begin,end}PartitionGroup and
{push,pop}Partition calls? That should cause the objects to be added to
the parent partition and thus sort normally with them.
Cheers,
Carsten
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On 10/01/2014 02:14 PM, Michael Raab wrote:
> I need to correct my answer. ;-) There are still problems with the
> visual overlay of the highlight material.
> 1.) If I use a wireframe as highlight the overlay works as expected..
> 2.) If I use GL_FILL for the highlight it is not rendered over the
> 'normal material'. For example if I render a cube with backface culling
> enabled, I can see no difference form the outside, but inside I can see
> the highlight material.
> My first guess was depth buffer related issueds. I already tried to
> manipulate the DepthChunk but even with GL_ALWAYS I can't see the
> highlight from the outside.
> 3.) If I use a transparent material as highlight, the transparency is
> only correct applied within the sub tree.
hmm, I had not considered how creating a new partition affects the
material sorting. So I think what we want here is that the stage does
not create new partitions, but only takes control over traversing the
tree below it. Can you try removing the {begin,end}PartitionGroup and
{push,pop}Partition calls? That should cause the objects to be added to
the parent partition and thus sort normally with them.
Cheers,
Carsten
------------------------------------------------------------------------------
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Are you Audit-Ready for PCI DSS 3.0 Compliance? Download White paper
Comply to PCI DSS 3.0 Requirement 10 and 11.5 with EventLog Analyzer
http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk
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