Hi Emeric,

although they are right in the book about colors being vertex attributes I
think You can achieve the effect You are after by using osg::Material and
adjusting the alpha and then use a proper Blending Function. Have a look at
osghud example it has blended quad on top of the screen.

If You want to show/hide then probably the best is to use setNodeMask on
Your osg::Geode containing the osg::Geometry
Hope this helps

Cheers,
Nick


On Fri, Jan 24, 2014 at 9:10 PM, Émeric MASCHINO
<[email protected]>wrote:

> Hi,
>
> In the OpenSceneGraph 3 Cookbook is explained how to highlight the
> selected triangle face of a model.
> This is performed by creating a new triangle Geode that overlaps the
> selected triangle face.
> As outlined in the book: "Maybe you are still looking for a way to
> change the face's color to highlight it. Unfortunately it is
> impossible to modify the face color in OpenGL because color is in fact
> a vertex attribute. Shaders may help represent a specified face with a
> different color or transparency, but it seems to make a mountain out
> of a molehill in this recipe."
> Now, this is what I'm looking for, so I need to make this mountain in
> order to display the selected triangle face as a transparent surface.
> Are there any pointers on how to achieve this with a shader as
> anticipated in the book? Or is there yet another solution?
> Rather than blending the selected triangle face, suppose that I want
> to hide/show it, would I use the same technique than for blending it
> or not?
>
> Thanks,
>
>      Émeric
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
trajce nikolov nick
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