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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