Thanks Yurii,

I did have that, also with OVERRIDE | ON.

_state->setMode( GL_BLEND,
         osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

_state->setRenderBinDetails(10, "DepthSortedBin",
          osg::StateSet::OVERRIDE_RENDERBIN_DETAILS );

Still stumped, but distracted by other things today.

-Don


Yurii Monakov wrote:
Hi Don!

I think that you can try enabling GL_BLEND mode in your StateSet (if
it is not already enabled).

Best regards,
Yurii Monakov

2010/12/16 Don Leich <[email protected]>:

Hi all,

I've got a problem that I haven't been able to find a solution
for and could use some help.  I'm using the standard texture file
"OpenSceneGraph-Data/Images/sphere.gif" as the source image for
point sprites.  The file is an image of a shaded sphere against
a fully transparent background.

I can set a state to properly render small 2-D sphere images with
GL_POINTS primitive type.  I needed to add sprites to my scene
graph after some other content that requires setting a different
state first.  The point sprites after this other content will show
the shaded sphere image correctly, but will now also render the
sphere image background even though it should be fully transparent.

Adding osg::StateAttribute::OVERRIDE to the blend function state
was a thought, but no help.

  fn->setFunction(osg::BlendFunc::SRC_ALPHA,
      osg::BlendFunc::ONE_MINUS_SRC_ALPHA);

  _state->setAttributeAndModes(fn,
      osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

A dump and compare of .osg files didn't yield any insight.  Does
anyone have a suggestion for a possible fix here or maybe a way
to debug the state with OSG internals?  What besides BlendFunc
should be in influence here?  Does it sound like I'm just not
applying the state where I think I am?

Thanks,
-Don Leich

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