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
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58752#58752
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