Hi John,

On 8/1/06, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote:
I rebuilt my project against osg 1.1. I had code that created a geode quad
with a rgb file texture mapped onto it, which used to see the alpha channel
in the file and the transparency was working correctly. Now, the quad shows
through the texture anyway. These quads are set to be exempt from depth
testing and be drawn last. How can I fix this?

In 1.0 and before the alpha function was turned on for the opaque bin,
which meant that it would clip out fragments with alpha value of 0.0.

In 1.1 the alpha function was turned on only for the transparent bin,
which means that it would objects in the opaque bin will not have
fragments with alpha value of 0.0 clipped out, they will remain -
which is what you are seeing.

The reason for this change is that is a recommendation from the
graphics card manufactures not use to use alpha func if you wish to
take advantage of early depth testing.  1.1 now complies with this so
should in theory have better fill rate performance.

In your own model you just need explictly set the state associate with
your object so that it uses osg::AlphaFunc to clip out the fragments
you don't want.  Previously this was done implicitly, but now you'll
need to do it explictly (unless the objects in in the transparent
bin.)

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to