Hi Here is a screenshot. http://www.student.itn.liu.se/~annca229/sharpedges.png
We think we might have a solution that we found in a paper. The paper suggest this: 1. Render all solid objects in the scene. 2. Copy the depth values from the frame buffer to a depth texture. 3. Render particles (or in our case transparent slices) back-to-front with a pixel shader that reads the depth values from the depth texture. The shader lowers the fragment's alpha as necessary value to achieve soft clipping. Our problem is that we don't know how to do the second step. Any suggestions or other ideas? //AK and Lotta -----Ursprungligt meddelande----- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield Skickat: den 23 oktober 2006 17:06 Till: osg users Ämne: Re: [osg-users] Get rid of sharp edges between transparent and solidobjects? Hi Charlotta, Could you post screenshot? Robert. On 10/18/06, Charlotta Wadman <[EMAIL PROTECTED]> wrote: > > > > Hi! > > We have a blending problem with sharp edges between transparent > textureslices and a solid box. > We use shaders for the textureslices. The blending mode for the slices > is set to: > > osg::BlendFunc* bf = new osg::BlendFunc; bf -> > setFunction(osg::BlendFunc::SRC_ALPHA, > osg::BlendFunc::ONE_MINUS_SRC_ALPHA); > > We have also set the renderingHint to transparent bin. > > The textureslices blends together correctly but how do we get rid of > the edges between the textureslices and the box? > > Grateful for any help. > > //Lotta and AK > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
