Hi Rick, I agree with Paul.
Turn off your z-buffer. If this effect is for thrusters then you should perhaps look into additive blending instead and this should create a better effect.. the more thrusters the brighter the become. A screenshot of your problem would help a lot (if possible). regards, Peter http://osghelp.com 2008/7/14 Paul Speed <[EMAIL PROTECTED]>: > I'm no expert in this area but have had to do some pretty weird things > in the past to get transparency working right for some odd scenes... > > One thing you might try is to disable z-buffer writes (not tests) for > the flares. Depending on your blending, this can add other types of > artifacts but I think in your case they will be very subtle... versus > the z-fighting you are seeing. (You will obviously want them to be > drawn last just like normal transparency.) > > Just an idea... > -Paul > > Rick Pingry wrote: > > That reminds me of an issue I have not resloved yet. Our space ships > > have thruster engines and I use an image map with transparency and point > > it back at the camera to make a pretty glow around it. (First off, is > > this the best way to do it? I have thought that perhaps a shader would > > work better, but I have not had a chance to learn about how to write > > shaders yet. So much to learn, so little time). > > > > Anyway, In some ships there are banks of engines, and it is pretty easy > > to get the problem where these transparent images intersect with each > > other, and you get depth sorting issues that way. I did work out a way > > to make these "engine flare images" point, rather than right at the > > camera, all along parallel lines with the camera's line of sight, and > > that helped tremendously, but you can still get in positions where the > > images happen to line up along the same depth, and you see some funky > > tearing and the like due to depth fighting. Is there a way to handle > > this better? Should I try to apply other bins to the different engines? > > What are the rules wrt that? It sounds like I need to read up on the > > glDepth and osg::Depth. Any other recommendations? I was running into > > problems rendering planet halos too. Should the halo be in front of the > > planet or behind it? probably the same kind of thing going on. > > > > Regards, > > -- Rick > > > > 2008/7/13 小 杨 <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>: > > > > Thanks! I'll try it! > > > > */Peter Wraae Marino <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>/* 写道: > > > > Hi ?? (can't see your name), > > > > Are you sure zbuffer isn't falling for your 2nd geometry object? > > Also > > having equal depths is probably not a good idea? You need to > > render your > > objects from back to front order. > > > > When you have transparent objects you should set the stateset > > stateset->setRenderBinDetails(10,"DepthSortedBin"); > > this will render the objects from back to front order... > > but note they will not sort the polygons for the individual > > geometry. > > > > > > > > > > 2008/7/13 小 杨 <[EMAIL PROTECTED] > > <mailto:[EMAIL PROTECTED]>>: > > > > multi translucent geometry with equal depth but alpha > > value is not equal. > > > > when i render these geometry ,i can not see all geometry! Why > ? > > > > Can everyone give me some advice! > > > > Thanks! > > > ------------------------------------------------------------------------ > > 雅虎邮箱,您的终生邮箱! <http://cn.mail.yahoo.com/> > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > <mailto:[email protected]> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > -- > > Regards, > > Peter Wraae Marino > > > > www.osghelp.com <http://www.osghelp.com/> - OpenSceneGraph > > support site _______________________________________________ > > > > osg-users mailing list > > [email protected] > > <mailto:[email protected]> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------------------------------------------------ > > 雅虎邮箱,您的终生邮箱! <http://cn.mail.yahoo.com/> > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > <mailto:[email protected]> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > -- > > >> Rick > > Check us out at http://fringe-online.com/ > > > > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > 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 > -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site
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