Yep, you're right, convex objects only. Sorry if I missed you had a concave object in your original post. Take a look at the osg/Depth header file. The osg::Depth StateAttribute object should let you mask off depth per-Node or per-Drawable. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com <http://www.skew-matrix.com/> 303 859 9466
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michele Bosi Sent: Thursday, August 23, 2007 11:45 AM To: [email protected] Subject: Re: [osg-users] transparency issue Hi Paul, thanks for your reply. Correct me if I am wrong but if got it right your solution should work properly only with convex objects like a sphere not with concave objects like "cow.osg", even if the result is already much more acceptable. Is there a way to disable z-buffer writing on a per object basis? If am not wrong on the OpenGL manual there is an example that manages transparent objects without sorting by simply disabling the z-buffer writing. Even if the result is not "really" correct that should do the trick for the simple blendings that I use at the moment. Thanks, Mike
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

