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
>
>
>
>
>
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