Hi,

If you can get by with rendering only first layer of transparency, or rendering 
all layers without respect to ordering (f.e. when all layers have low alpha 
values and/or close color values):
for 1st case - you can draw your model first only to depth buffer, then 2nd 
time only to color buffer with depth test set to EQUAL
for 2nd - you draw you model first only to color buffer, then only to depth 
buffer

Cheers,
Sergey.

04.07.2012, 00:06, "Preet" <[email protected]>:
> Hi.
>
> I have a simple model I wanted to apply transparency to. I load the
> model data into a geometry node, and set my scene up. To get a
> transparent effect, I apply an alpha value to gl_FragColor in my
> fragment shader.
>
> The shaders are trivial:
> Vertex:
> void main()
> {
>    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> }
>
> Fragment:
> void main()
> {
>    gl_FragColor = vec4(1,0,0,0.5);
> }
>
> I get a strange output that sort of works, but renders a different
> result based on the camera position. It's hard to describe so I
> attached a short youtube clip. It seems like certain triangles are
> only rendered at certain camera angles.
>
> http://youtu.be/fQUFSff-uuU
>
> I played around with some of the settings I thought might be relevant
> but I still get the effect that the video shows.
>
>     osg::StateSet *ss = geodeMesh->getOrCreateStateSet();
>     ss->setAttributeAndModes(shProgram,osg::StateAttribute::ON);
>     ss->setMode(GL_BLEND,osg::StateAttribute::ON);
>
>       // options i tried changing around
> //    ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
> //    ss->setMode(GL_DEPTH_WRITEMASK,osg::StateAttribute::OFF);
> //    ss->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
> //    ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
> Any advice would be appreciated.
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