Hi there
I found out, that it makes a difference if the texture file is loaded in
the OSG file it self or in the application. If I load it in the
application the transparency works.
Now it only needs the following settings:
// sets the state set of the OSG node for the sky and sets the states
ref_ptr<StateSet> stateSky = geoSky->getOrCreateStateSet();
stateSky->setTextureAttributeAndModes(0, texSky, StateAttribute::ON);
stateSky->setMode(GL_LIGHTING, StateAttribute::OFF);
stateSky->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSky->setRenderingHint(StateSet::TRANSPARENT_BIN);
Thanks all for the help.
Regards
Dominic
Dominic Stalder schrieb:
Hi Chris
now I have the following settings:
ref_ptr<BlendFunc> blfSky = new BlendFunc(BlendFunc::SRC_ALPHA,
BlendFunc::ONE_MINUS_SRC_ALPHA);
// sets the state set of the OSG node for the sky and sets the
states
ref_ptr<StateSet> stateSky = geoSky->getOrCreateStateSet();
stateSky->setAttributeAndModes(blfSky);
stateSky->setMode(GL_BLEND, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
stateSky->setRenderingHint(StateSet::TRANSPARENT_BIN);
but there is no transparency. Even with the setRenderBinDetails(1,
"DepthSortedBin"); enabled it doesn't work.
I added a material like this:
// creates a new material for the sky
ref_ptr<Material> material = new Material;
material->setAlpha(Material::FRONT_AND_BACK, 0.5);
stateSky->setAttributeAndModes(material, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
Now there is some transparency, but now also the clouds are half
transparent, this is not whati want. Any idea?
Regards
Dominic
Chris 'Xenon' Hanson schrieb:
On 12/11/2009 10:15 AM, Dominic Stalder wrote:
How can I set the state to include transparency?
Here's an example:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-June/029244.html
You might be able to skip the rendering hint, and the backface cull
will probably be
beneficial to you.
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