Hi Vishwa,

today when I was updating my OSG I just realized that I was using a modified 
version of GraphicsWindowIOS... that's why transparency was working with that 
code.

You can achieve the same result with the original GraphicsWindowIOS by calling 
this code before setting the traits:


Code:

    osg::ref_ptr<osgViewer::GraphicsWindowIOS::WindowData> windowData = new 
osgViewer::GraphicsWindowIOS::WindowData(self.renderView, 
osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS);
    windowData->setCreateTransparentView(true);
    // Init the Windata Variable that holds the handle for the Window to 
display OSG in.
    osg::ref_ptr<osg::Referenced> windata = windowData;






I know it's 2 years... but I hope it helps someone to know how to do it...

Cheers,
John

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http://forum.openscenegraph.org/viewtopic.php?p=58752#58752





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