Hi Christian, I have rather too many support emails to get through to look at compiling and testing end user applications so I'll have to defer to others to look at your app.
One thing I can add right away is that the osgUtil::Tessellator will be just using vertex and primitive data when doing the tessellation, it won't doing anything with other per vertex data like colours other than copying them to the final geometry. Perhaps there is some issue here. Robert. On 6 July 2012 11:15, Christian Buchner <[email protected]> wrote: > Hi, > > I was trying to generate a textured halo around a flat (2D) geometric > shape that is supposed to fade with distance without using any GLSL. > The shape is a convex polygon. > > My approach is to create a polygon with a hole, where the vertices on > the outer ring has alpha transparency 0 and those on the inner ring > have alpha transparency 1. The hole is exactly centered and has half > the size of the outer shape. > > The polygon is run through the osg tesselator and then displayed, but > the result is unexpected and seems to hint at some weird behavior of > the tesselator when alpha values are present. > > I am attaching a self contained example, maybe someone can point out > whether I am doing something wrong, or whether the osg tesselator > cannot really handle per-vertex colors. Is anyone aware of an approach > that will produce the result I expect? > > Christian > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

