Hi everybody, I'm developing an osg based application that needs to fade some objects out of the scene when it is destroyed. So, instead of a sudden disappearing, I would like to make it slowly disappear from the screen, let's say for example in 1 second.
I think that I could: 1) draw the final image (object completely removed) in a separate pixel buffer, then get that image and create a texture with it; 2) copy the content of the front buffer (the initial image) in another texture; 3) create a temporary scenegraph made only by a geode containing 2 drawables, each of which draws a rectangle with the same size of the screen. And attach the texture created at step 1 in one drawable, and the texture created at step 2 in the other one. 4) finally draw that simple geode in n steps, using at each step a different blending factor for plane 1 (copy of the front buffer) and 2 (final image). I mean, starting from alpha1 = 1.0 and alpha2 = 0.0 at step 1, till alpha1 = 0.0 and alpha2 = 1.0 at step n. It should give me the effect I want. Or not? Do you think it is doable? Do you think it might be also fast? Finally, do you have some example in osg about writing to a texture, copying the front buffer into a texture, etc...? I know that for sure there are things already implemented there. Actually I'm also quite sure that osg is so powerful that I could accomplish what I want with no more the 30-40 lines of code. But I don't know how to do that quickly. Thanks in advance. Gianluca Natale
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