Hi

This can happen for at least a  couple of reasons


1:) Typically many people do not take notice of the RGB value of their
transparent images and typically leave that white, which means the white RGB
of transparent pixel blends with the opaque color and you see the halo
effect, the simple fix for this one is to make the RGB value of the
transparent pixel use an average colour to match the opaque ( greenish in
this case) in your favorite Image editing package

2:) The Harder problem which can be seen as well as (1) is a sorting
problem, All real-time scene graphs such as OSG/VEGAPRIEM/ Old Performer,
sort at the geometry node level and not at an individual triangle level due
to performance related reasons. So if you have many transparent primitives
in a node then how basically draw in the order they are defines and
depending on your view angle you will see such things a halos and punch
through. 

a) What can you do, remodel how you create your geometry and only have
single trees in each node ( not the most efficient) which will help
alleviate the problem not necessarily fully stop it.  

b) Ensure that geometry nodes that have transparency do not overlap with
other nodes because they sorting will typically fail for many view angles
etc.

c) You could override the actually draw of the primitives and sort by
triangles depending on the view ( not recommended)

d) You could create your own Draw bin and manually sort the nodes there as
long  they don't overlap but (b) would negate this


Search the net for much more answers this has been discussed by myself and
others many time over the years on the Performer lists, Vega list and here
on the OSG lists, this is an old problem that will be around for a while
until for 2, until the hardware gets fast enough to be able to allow us sort
down to the primitive and fragment level and still maintain the frame rates
we require for real-time simulation



____________________________________________________________________________
__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 
____________________________________________________________________________
__


-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of LAO Wenhao
Sent: Thursday, February 04, 2010 10:15 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Why the blue or white edges are appeard when we use
transparent textures?

Hi,

 Why transparent edges are appeard when we use transparent textures? For
example, in the osgforest example program, when a billboard tree is closer
to another billbard tree, we will find a transparent edge in the front tree.
We should see the back tree from the edge, but we see the ground. In the
mode of "quads" or "osg::MatrixTransforms", these edges are even more
apparent. Please see the picture.:( 

Thank you!

Cheers,
laowenhao

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23707#23707




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