osg::Geometry* g = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array();
osg::Vec3Array* normals = new osg::Vec3Array();
osg::Vec4Array* colors = new osg::Vec4Array();
normals->push_back(osg::Vec3(0,0,1));
colors->push_back(grey);
//----
//QUAD
vertices->push_back(osg::Vec3( _width/2.0, _height + _dist,
_offset));
vertices->push_back(osg::Vec3(-_width/2.0, _height + _dist,
_offset));
vertices->push_back(osg::Vec3(-_width/2.0, 0.0 + _dist,
_offset));
vertices->push_back(osg::Vec3( _width/2.0, 0.0 + _dist,
_offset));
if(!_empty)
g->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
else
g->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,4));
//-----
//LINE
vertices->push_back(osg::Vec3(0.0, 1.0, _offset));
vertices->push_back(osg::Vec3(0.0, _dist, _offset));
colors->push_back(grey);
g->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINES,4,2));
//----
//LINE_LOOP
vertices->push_back(osg::Vec3( _width/2.0, _height + _dist,
_offset/2.0));
vertices->push_back(osg::Vec3(-_width/2.0, _height + _dist,
_offset/2.0));
vertices->push_back(osg::Vec3(-_width/2.0, 0.0 + _dist,
_offset/2.0));
vertices->push_back(osg::Vec3( _width/2.0, 0.0 + _dist,
_offset/2.0));
colors->push_back(yellow);
g->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,6,4));
g->setNormalArray(normals);
g->setVertexArray(vertices);
g->setColorArray(colors);
g->setNormalBinding(osg::Geometry::BIND_OVERALL);
g->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
g->setDataVariance(osg::Object::DYNAMIC);
//TRANSPARENCY
osg::StateSet* state = g->getOrCreateStateSet();
state->setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
osg::Material* mat = new osg::Material;
mat->setAlpha(osg::Material::FRONT_AND_BACK, alpha);
state->setAttributeAndModes(mat,osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
osg::BlendFunc* bf = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
state->setAttributeAndModes(bf);
state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
state->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
g->setStateSet(state);
return g;
}
Thanks for your help.
Regards,
Vincent.
2008/7/15 dimi christop <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>>:
Hi Vincent,
I see you still havent found a solution. So here I send you a
complete example of transpareny.
Its a modification of the Viewer example from the Qucik start guide.
It loads up a cow and overrides the alpha to 0.1.
Hope you can start from there.
Dimi
// Viewer Example, A minimal OSG viewer
#include <osgDB/WriteFile>
#include <osg/Notify>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/MatrixTransform>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/StateSet>
#include <osg/StateAttribute>
#include <osg/CullFace>
#include <osg/Point>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/BlendFunc>
#include <osg/Material>
#include <osg/PolygonMode>
#include <osg/Notify>
int
main( int, char ** )
{
// Create a Viewer.
osgViewer::Viewer viewer;
// Load a model and add it to the Viewer.
osg::ref_ptr<osg::Node> nde = osgDB::readNodeFile( "cow.osg" );
// Create StateSet and Material
osg::StateSet* state2 = nde->getOrCreateStateSet();
osg::ref_ptr<osg::Material> mat2 = new osg::Material;
// Set alpha to 0.1
mat2->setAlpha(osg::Material::FRONT_AND_BACK, 0.1);
state2->setAttributeAndModes( mat2.get() ,
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
// Turn on blending
osg::BlendFunc* bf = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
state2->setAttributeAndModes(bf);
viewer.setSceneData(nde.get());
if (!viewer.getSceneData())
{
osg::notify( osg::FATAL ) << "Unable to load data file.
Exiting." << std::endl;
return 1;
}
// Display, and main loop.
return viewer.run();
}
----- Original Message ----
From: Vincent Bourdier <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>>
To: OpenSceneGraph Users <[email protected]
<mailto:[email protected]>>
Sent: Tuesday, July 15, 2008 9:04:23 AM
Subject: Re: [osg-users] Transparency on a drawable
Hi Ulrich
thanks for help.
I use/try this code for the moment :
osg::StateSet* state = g->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, alpha);
state->setAttributeAndModes(mat,osg::StateAttribute::ON);
state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
state->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
But nothing appear transparent...
Regards,
Vincent
2008/7/12 Ulrich Hertlein <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>>:
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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