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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22754#22754 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

