Hi Jim,
Not necessarily. If the object-that-is-supposed-to-be-transparent still has depth writing enabled, it will overwrite more distant objects. Then there's which blend functions are enabled which can alter the output of the fragment shader.
OK, but I'm talking about a pre-render pass to an FBO though. The FBO is attached to an RGBA texture, and we want to be able to store some data in the alpha channel... So we want what we write to gl_FragColor.a to make it into the texture directly. Is there a way to do that?
(in effect, we want to be able to write to 4 floats per fragment) Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

