Hello,

I try  to write information of other things rather than that of color
into gl_FragColor through programmable fragment shader.

            e.g. gl_FragColor = vec4(0.1,0.2,0.3,0.2);

However,  whatever value I set gl_color.a(the fourth element above)
through fragment shader, I get the value of 1  when access the frame
buffer.

I tried to work out this problem by adding following  code :

           osg::ColorMask* cm = new osg::ColorMask(true,true,true,true);


NodeOfRenderingObject->getOrCreateStateSet()->setAttributeAndModes(cm,osg::StateAttribute::ON);


NodeOfRenderingCamera->getOrCreateStateSet()->setAttributeAndModes(cm,osg::StateAttribute::ON);

But the corresponding value of  gl_color.a in frame buffer remains to be 1.


Could anybody give any advice?

Thank you very much in advance!

Best regards

Shuiying
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