HI Dario,

I would typically use a NodeMask combined with a TraversalMask on the
CullVisitor (controlled via osg::Camera's CullSettings interface) that
switches off traversal during the cull traversal.

Robert.


On 20 August 2013 13:36, Dario Minieri <[email protected]> wrote:

> Hi,
>
> Sorry for noob question, but I need to make an object totally transparent
> (as invisible) but I have to maintain your "presence" in the world (the
> object can't be masked). This means that the object isn't visible but all
> collisions and others interactions in the world have to work.
>
> I can make the transparency using code like this, but the object isn't
> never really "invisible":
>
>
> Code:
>
> osg::Material* l_material =
> (osg::Material*)p_Object->getStateSet()>getAttribute(osg::StateAttribute::MATERIAL);
> l_material->setTransparency(p_face_mode, 1-p_transparency);
> p_Object->getOrCreateStateSet()->setMode(GL_BLEND,
> osg::StateAttribute::ON);
> p_Object->getOrCreateStateSet()->setAttributeAndModes(l_material,
> osg::StateAttribute::OVERRIDE);
>
>
>
>
> Where p_face_mode is FRONT_AND_BACK for example.
>
> Thank you!
>
> Cheers,
> Dario
> Code:
>
>
>
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=55902#55902
>
>
>
>
>
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