Hi Erik, the effect you see is caused by your blend function being order dependent, for a good result transparent triangles need to be drawn back to front. Did you set the rendering_hint to TRANSPARENT_BIN (binNumber 10 / binName DepthSortedBin)? like in stateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); Regards, Laurens.
On Wed, Feb 3, 2016 at 9:48 PM, Erik Hensens <[email protected]> wrote: > Hi everybody! > > I have two geodes, each is a flat circular disk with some circular holes > removed. Each geode is flat in the YZ plane, and they are stacked against > each other with a small amount of spacing, centered at (x1, 0, 0) and (x2, > 0, 0). There is a single parent matrix transform node that is the parent of > both of these geodes, and I use the matrix transform to set different > rotations. Each of these disk geodes is semi-transparent by means of > calling setAlpha on their materials for the FRONT_AND_BACK faces. > > The problem is that at certain parent matrix transform rotations certain > parts of the first disk are more visually prevalent and at other rotations > certain parts of the second disk are more visually prevalent, i.e. how > these two semi-transparent geodes are viewed against each other changes > based on the rotation of the parent matrix transform. I've attached two > images to show you the difference. > > What is causing this effect and how can I eliminate it? I want it to look > the same no matter what the rotation of the parent matrix transform is. > > Thanks in advance for any help! > > Cheers, > Erik > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=66186#66186 > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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