Thanks to everyone for the responses. I ended up going with Roger's suggestion to set the internal texture format to RGBA. Works great! -gw
On Dec 4, 2007 7:35 PM, Roger James <[EMAIL PROTECTED]> wrote: > Set the texture format to RGBA and when you bind a RGB image a default > alpha channel will be added. > > > ------------------------------ > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Glenn Waldron > *Sent:* 04 December 2007 20:21 > *To:* OpenSceneGraph Users > *Subject:* [osg-users] Adding an alpha channel to a texture? > > > > I want to set up a geometry such that when I apply a texture, it renders, > but when no texture is applied it is invisible. I created the geometry with > color (1,1,1,0) and I'm using the TexEnv::GL_REPLACE mode. This works > perfectly on 4-channel RGBA textures (because texture alpha replaces > fragment alpha), but on a 3-channel RGB texture the GL_REPLACE mode uses the > fragment's alpha color (which makes sense) and thus the geometry remains > invisible. > > Is there either a) an easy way to add an alpha channel to an existing > osg::Image, or b) a better way to solve this problem? (I know I can use node > masks etc., but I would prefer to do it simply by setting or removing the > texture attribute.) > > Thanks in advance! -gw > > -- > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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