Hi Christophe, I have seem problems like in your screenshot when items like roads and grass are placed incorrectly into the transparent bin, or the items like the trees are placed in the opaque bin.
Robert. On 9/27/07, Christophe Medard <[EMAIL PROTECTED]> wrote: > I think I have the very same problem with three textures. > > No assignation to a particular rendering bin seems to correct the problem. > (However, it would automatically be done since that database is a 3dsMax > OSGExp export, who handle transparency issues properly in the exported scene > graph : in the .osg file my geode containg transparent faces are associated > to the TRANSPARENT_BIN...) > > To me it's not a sorting problem for the quads my three textures are mapped > upon are transparent, it's just the a small outline in the texture that is > blended on the clear color not the OPAQUE_BIN affecter database... > > I'm still looking for a way to solve this issue... (For information, I'm > still using OSG 2.0.0.) > > -- > Christophe Médard > Société OKTAL (http://www.oktal.fr) > 2 impasse Boudeville > 31100 Toulouse (France) > Tél. : (+33) 5 62 11 50 10 > Fax : (+33) 5 62 11 50 29 > > > > ----- Original Message ----- > From: "Panagiotis Papadakos" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Wednesday, September 26, 2007 6:56 PM > Subject: [osg-users] Transparency problem > > > > Hello everybody. > > > > I have a transparency problem which you can see in the attached > > image. As you can see the strings rendered on the orange window, which is > > in front of another blue window, have a blue outline from the blue window > > behind. The strings are in front of a semi-transparent rectangle in front > > of the semi-transparent window. What might be happening? > > > > I use the following statesets for the windows > > > > stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF | > > osg::StateAttribute::OVERRIDE); > > stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON | > > osg::StateAttribute::OVERRIDE); > > stateSet->setMode(GL_BLEND, osg::StateAttribute::ON | > > osg::StateAttribute::OVERRIDE); > > > > osg::ref_ptr <osg::Depth> depth = new osg::Depth; > > depth->setFunction(osg::Depth::LESS); > > stateSet->setAttribute(depth.get()); > > > > osg::ref_ptr<osg::BlendFunc> blendFunction = new osg::BlendFunc; > > > > blendFunction->setFunction(osg::BlendFunc::SRC_ALPHA,osg::BlendFunc::ONE_MINUS_SRC_ALPHA); > > stateSet->setAttributeAndModes(blendFunction.get()); > > > > stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); > > > > stateSet->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); > > > > > > Thank in advance! > > > > Panagiotis Papadakos > > > -------------------------------------------------------------------------------- > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

