Hi all,
I saw a post from Robert today suggesting to use osg::PointSprite for
particles.
One question I have about that is - say the texture you use for the
point sprite looks like a dust particle, with the contour transparent
and the edges semitransparent. Since the sprites are rendered from a
single Geometry, OSG won't sort the particles from back to front in eye
space, so the transparency will look bad. On the other hand, I can't use
a BlendFunc(SRC_ALPHA,DST_ALPHA) because I don't want it to look like
light points either - that will give additive blending, which is not
what I want. And I can't disable depth test or anything like that
because my particles are supposed to interact with other objects, for
example be contained in a shovel.
Does anyone have any tips about how to handle this case? Seems to me
like it would be a pretty common thing to do.
Thanks in advance,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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