Hi,
I haven't read your code, but I'm sure alpha channel works just fine.
Attached is a modified osgmultiplerendertargets example. Run it with
osgmultiplerendertargets --image
which should print a=128
or with
osgmultiplerendertargets --hdr --image
which should print a=-1.1
You can adjust the values in gl_FragData[0].
rgds
jp
Steven Powers wrote:
danielh wrote:
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly.
That's what worked for me.
Thats what this code is doing. I've written to COLOR_BUFFER0 and whenever I
change the shader alpha value to something other than 1 all color values come
back incorrect.
This will be read correctly:
Code:
gl_FragColor = vec4(1,2,3,4, 1);
But this will be read incorrectly:
Code:
gl_FragColor = vec4(1,2,3,4, .5);
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8707#8707
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard.
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.
This message has been scanned for viruses and dangerous content by MailScanner,
and is believed to be clean. MailScanner thanks Transtec Computers for their support.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org