Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-10-02 Thread Florian Kolbe
Ok, I think I solved it. There is quite a catch to the following OSG FX method: Code: void Technique::addPass(osg::StateSet* ss) { if (ss) { _passes.push_back(ss); ss->setRenderBinDetails(static_cast(_passes.size()), "RenderBin"); } } Then again, this is was setRenderin

Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-10-01 Thread Florian Kolbe
Hi David and all, thank you for taking your time to answer this. To make things clear, I am using self-written subclasses of the "Effect" class (from the osgFX namespace). Simply adding the second pass to the transparent bin did not help. Though I have to admit I do not have the expertise (yet

Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread David Callu
Hi Florian We can't really help you without know how work your multi pass system. My guess is that osg draw your first pass #1 - draw original with a little offset, then transparency pass, then pass #2 - draw "tinted". You can use osg::StateSet::RenderingHint(osg::StateSet::TRANSPARENT_BIN) in y

[osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread Florian Kolbe
Hi, 1. for transparent walls we use our own node (derived from "Effect") - see code below 2. for "tinting" objects, we also use an effect node derived from "Effect" - see code below Used by themselves, everything works fine. But if we have a "tinted" object behind a "transparent" object, the "