Thanks for the link JP. I didn't see anything drastically different in what you 
were doing, so I started fiddling around with a bunch of the different 
parameters that MAY have something to do with the issue.

After no success there, I realized what I needed was an osg::TexEnv. I created 
a TexEnv with the DECAL mode and the black background (that should have been 
transparent) became transparent as I envisioned.

The table about halfway down this page 
(http://www.opengl.org/sdk/docs/man/xhtml/glTexEnv.xml) helped me understand 
what was happening. I'm not sure what 'TexEnv' is used if one isn't set, but it 
appears the same as when a MODULATE TexEnv is used. GL_MODULATE multiplies the 
existing and incoming alpha values, losing the transparency (even though I 
would think the alpha would stay at zero - zero times something is still zero, 
right??).

Anyhow, you can try adding the following lines to the osgprerender example if 
you're interested in what I was going for:

Code:
        osg::TexEnv* texenv = new osg::TexEnv( osg::TexEnv::DECAL );
        stateset->setTextureAttributeAndModes( 1, texenv );



The only thing remaining that I'd like to do is to have the alpha from newer 
texture renders 'darken' the existing alpha. If you remember, I disabled 
clearing the color buffer, so I'd like my overlay to darken if there are 
repeated passes over a particular area of the texture (I'm only using solid 
colors, so it would look a bit better than it would with the cessna 8) ).

Is this possible using the color buffer as I am, or would I have to implement a 
shader to get this to work?

Thanks for the help guys!
~ talyn

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38412#38412





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