Thanks to everyone that helped on the issue,
I also had some more readings about it, but the problem I have is that the 
objects in the transparent bin are sorted by depth against each other but I 
need the vetices to be sorted.

I'm having a drawable which contains many vertices and is transparent, from 
some direction I see through the front of the object it's back correctly and 
from the other direction it doesn't look correct (even when disabling depth 
test, or setting depth mask to true/false), the problem is that the vertices 
aren't drawn in the correct order and so the source alpha and destination alpha 
are swapped. Is their a way to tell osg to sort the vertices of the drawable 
depending on the viewing angle? is it VERY slow? any ideas?

thanks,
 Guy.
  ----- Original Message ----- 
  From: Paul Martz 
  To: 'osg users' 
  Sent: Tuesday, June 19, 2007 7:22 PM
  Subject: RE: [osg-users] Blending for dummies :)


  Any geometries that blend against each other should be in separate Drawables, 
and their StateSet should have the render bin hint set to TRANSPARENT_BIN. OSG 
will then draw these Drawables after all opaque Drawables and in back to front 
order. There are other strategies too, but this is the simple common one.

  For more information, there are many OSG examples that demonstrate how to set 
up OSG for correct rendering of translucent objects. Also, check the archives, 
as this has been covered multiple times recently.

  Hope that helps,

  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466



----------------------------------------------------------------------------
    From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL 
PROTECTED]
    Sent: Tuesday, June 19, 2007 12:15 PM
    To: osg users
    Subject: [osg-users] Blending for dummies :)


    Hello,
     I'm trying to activate blending in some node. I set in the stateset 
GL_BLEND on, and added osg::BlendFunc but it seems to work only from backward 
views. I tried to disable GL_DEPTH and GL_CULL with no better results. 
    any ideas?

    thanks,
     Guy.


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