Hi Bram, >From the sound of it you have a blending issue that is either down to blending being done or the order that things are being written to the colour and depth buffers. As such I wouldn't expect using CompositeView with multiple View to help. It'll be down to the find details of how you set up blending and rendering order.
Robert. On 21 July 2014 16:29, Bram Vaessen <[email protected]> wrote: > I'm pretty sure I found the problem, but not sure how to fix it (probably > easy for someone with more openGL knowledge ;) > > What I do: > > On the canvas I first draw a full solid background. Now all the alpha > values are 1. > > Then I draw the text on top of that background. Now the problem is: it > seems to replace the alpha values of the buffer with values lower than 1. > > Because if I render the canvas (quad) to the screen using: > > > Code: > gl_FragColor = vec4(color.a, 0,0,1); > > > > > I can clearly see the text as darker than full red on screen. > > So then it makes sense that if I draw this quad to the screen, the lower > alpha values make the text seem less bright... > > But why does it do this, the canvas is already filled with full solid > color and alpha values of one (the rest of the canvas is indeed full red). > Why does the text overwrite the alpha values in the buffer with lower > values? > > Is this expected behavior or...? > > and also: how can I make sure this doesn't happen? > > thanks! > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=60376#60376 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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