Hi
if you are talking about fully transparent geometry (alpha = 0) - try to disable alpha test with setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE)
11.03.2013, 19:19, "Daniel Schmid" <[email protected]>:
,Lets put it this way round: my pre-render camera has a depth and a color buffer. My geometry has a vertex and fragment shader that fades the geometry using alpha. I have the desired result in my color buffer but my depth buffer remains empty. How can I force geometry to always write depth, no matter the alpha? Is there a difference in putting the blending and alpha funcs in the geometry stateset or putting it in the camera stateset?
Thanks for help
Daniel
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