Hi Wojtek,

No, they won't be solid. As they are not solid in for trees drawn in island scene. But you have to use alpha ref. On the other hand if your transparency does not use alpha ref and sets Z-values it will still be solid even if color buffer would end transparent.

Alpha ref? What's that? (I'm showing my ignorance, but all I know is that our objects just have textures with alpha=0 for some texels - I don't know anything about alpha ref)

So I must admit I don't exactly understand why turning blending may change depth values in shadow map. Maybe its not blending but override on rendering bins ? I use only one bin to render shadow map - is this the reason of your problems ?

It's true that I was oversimplifying. I always put blending and renderbin settings in the same bucket as normally they're used together... You're absolutely right, it's the renderbin override that causes the shadows of my chain link fences (and other objects with textures having some texels alpha=0) to be totally opaque.

So coming back to what you said above, what would be the right solution? Is there a way to fix our models so that I don't have to comment out the renderbin override in StandardShadowMap.cpp?

Otherwise, I'd submit a setter/getter control for that particular setting. It's necessary in our situation.

Thanks as always Wojtek,

J-S
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Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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