Hi Nick,

Thanks for the pointers.

> 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 I'm not mistaken, osg::Material is part of a node's StateSet,
that's only available starting at the Geode or Geometry level.
So, altering the blending function there will impact all the triangle
faces of my model, not only the selected one.

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

Here again, since setNodeMask is only available starting at the Geode
level, this would require that I put all the individual triangle faces
of the model in separate Geodes in order to individually show/hide
them.
Indeed, I don't know beforehand which triangle face will be selected
by the end-user.

     Émeric
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