Hi,

I'm having very first look at OSG. What I need to do is rendering transparent 
STL model.
I do steps the below:

osg::ref_ptr<osg::Material> matirial = new osg::Material;
  matirial->setColorMode(osg::Material::AMBIENT);
  matirial->setAlpha(osg::Material::Face::FRONT, 0.5);
  matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
  matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
  matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
  ss->setAttributeAndModes(matirial.get(), osg::StateAttribute::ON);
  
  ss->setMode(GL_BLEND, osg::StateAttribute::ON);
  ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
  ss->setRenderBinDetails(1, "DepthSortedBin");

  osg::CullFace* cull = new osg::CullFace();
  cull->setMode(osg::CullFace::BACK);
  ss->setAttributeAndModes(cull, osg::StateAttribute::OFF);

and after all the transparency works but slightly wrong. Seems it uses some 
optimization algorithm, kinda Depth peeling or something else.

But I would like to get "true" transparency with simple tringle sorting. I do 
realise that it might be rather slow but I in my case correctness is more 
important than performance.
I believe it's possible in OSG since it is claimed in the feature list:
- Automatic sorting for correct rendering of partially transparent geometry.

Can someone help me with that?

Thank you in advance!
Maxym

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http://forum.openscenegraph.org/viewtopic.php?p=22754#22754





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