Hi Mathieu, I don't know the cause/or a solution to the problem, but in the case of VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY a GLSL vertex and fragment program is used to generate the results, so I'd guess that the shader simply doesn't know about the texture blending required. Have a look into the implementation to see if you can get things work.
Robert. On Wed, Sep 10, 2008 at 3:05 PM, Mathieu MARACHE <[EMAIL PROTECTED]> wrote: > Hi, > > I happened to be testing the OverlayNode with transparent nodes and came > across a difficult to spot bug. There are in fact three techniques that you > can assign to an OverlayNode : > > osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; > osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; > osgSim::OverlayNode::VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY; > > Techniques 1 and 2 are producing expected results while technique 3 doesn't > handle the transparency > > I haven't been able to spot where it goes wrong, I'm posting this in case > someone has a hint to where the problem lies. > > -- > Mathieu > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org