Hi, I know Z-buffer isn't very in fond of transparency, and actually, when I capture it on a model having transparent faces it stores strange things (a kind of luminance image of some textures on parts corresponding to these transparents faces).
Thus, I tried to deactivate it, but I didn't find how. I tried all this stuff: Code: _root_stateset->setMode(GL_BLEND, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_ALPHA_TEST, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_ALPHA_TEST_FUNC, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_ALPHA_TEST_REF, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_LUMINANCE_ALPHA, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_LUMINANCE, StateAttribute::OFF | StateAttribute::OVERRIDE); _root_stateset->setMode(GL_ALPHA, StateAttribute::OFF | StateAttribute::OVERRIDE); But, if one of it (ALPHA_TEST), stopped the transparency, my Z-buffer has always kept being corrupted. Then, my question is, how can I really deactivate the transparency? Of course, if you have good ideas to have transparency and a working Z-buffer, I would be very pleased :). Thank you! Cheers, Maxime ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15922#15922 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

