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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