Vincent Bourdier wrote:
I do exactly the same things, on Nodes...
stateset->setMode(GL_BLEND, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Are you sure you're doing this last line? It's not in the code snippet you
posted initially...
Cheers,
/ulrich
double opacity = 0.1;
osg::StateSet* state = mygometry->getOrCreateStateSet();
state->setMode(GL_BLEND,osg::StateAttribute::ON|
osg::StateAttribute::OVERRIDE);
osg::Material* mat = (osg::Material*)state->getAttribute
(osg::StateAttribute::MATERIAL);
if(!mat) {
mat = new osg::Material;
mat->setAlpha(osg::Material::FRONT_AND_BACK, opacity);
state->setAttributeAndModes(mat,osg::StateAttribute::ON);
}
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