I think I need a little help to find a better way of rendering transparent objects.
I have a large geometry model that consists of a huge amount of triangles. I want to render it such that it's transparent and colored. So is it true that I have to use textures to render it transparently? What is the best way of applying a single color transparently to these millions of triangles? Also, in my code, I have something like: Geometry* geometry = new Geometry; geometry->setVertexArray( vert_ary ); geometry->setNormalArray( norm_ary ); geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, num_vert_indices,vert_indices); geometry->setTexCoordArray(0, tex_ary); Now, something I have an issue with is the tex_ary. Basically I'm repeating the exact same four coordinates from my texture per triangle (a single color). Is there a better way of doing this than repeating potentially millions of the same four texture coords? Thanks, Jeremy ____________________________________________________________________________________ Get your own web address. Have a HUGE year through Yahoo! Small Business. http://smallbusiness.yahoo.com/domains/?p=BESTDEAL _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
