Dear Farshid,

You can use the osg::ColorMask state attribute to prevent the object from writing to the color buffer. I've used this technique in my video-see-through apps.

Thanks. I tried it, but it didn't seem to work for me. The way I did it is as follows (r is of type osg::Node*):

     osg::StateSet* stateSet = r->getOrCreateStateSet();
     osg::ColorMask* cm = new osg::ColorMask(false, false, false, false);
     stateSet->setAttributeAndModes( cm, osg::StateAttribute::ON);

It seems to work fine for masking the bits off for each colour channel separately. However, when I disable all the channels, the "phantom" object does not appear to occlude objects behind it.

I also made sure that the depth test was enabled, but that didn't make any difference to the results.

Any thoughts?

Cheers,

Simon

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