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





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