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


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