Re: [osg-users] Transparency problem
Hi icf80, thanks for you help. I solved this problem with your suggestion to setting cull. Now the transparency of my cube is normal. Thank you very much for your help. Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76290#76290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Dear icf80, thanks for your reply. Yes, you are right. the cube is created by hand, and the camera is too. I will make a try as you suggest. thanks for your help again. ... Thank you! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76289#76289 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hi, - your cube might have wrong triangles/vertices order. Did you create the cube by "hand"? - have you modified the cull settings? The triangles with back face towards the camera need to be culled. - did you create your own camera? Thank you! Cheers, Catalin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76287#76287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hi, icf80 thanks for your quickly reply and help. I have made a try, but the transparency effect is still miss up. ... Thank you! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76286#76286 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hi, This might help you, you have to set the hint Code: if (transparent) { geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); } else { geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::OPAQUE_BIN); } Thank you! Cheers, Catalin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76285#76285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transparency problem
Hi, Everyone! Is there anybody can help to solve this problem. I tried to make geode node to be transparency in my application. A piece of my code is list below: osg::StateSet* stateSet = geode->getOrCreateStateSet(); stateSet->setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::BlendFunc* blendFunc = dynamic_cast(stateSet->getAttribute(osg::StateAttribute::BLENDFUNC)); if (nullptr == blendFunc) { blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); stateSet->setAttribute(blendFunc, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } else { blendFunc->setSource(GL_SRC_ALPHA); blendFunc->setDestination(GL_ONE_MINUS_SRC_ALPHA); } osg::Material* mat = dynamic_cast(stateSet->getAttribute(osg::StateAttribute::MATERIAL)); if (nullptr == mat) { mat = new osg::Material; stateSet->setAttribute(mat,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } mat->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,0.3f)); mat->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,0.3f)); mat->setTransparency(osg::Material::FRONT_AND_BACK, 0.4); osg::LightModel* lm = dynamic_cast(stateSet->getAttribute(osg::StateAttribute::LIGHTMODEL)); if (nullptr == lm) { lm = new osg::LightModel(); stateSet->setAttribute(lm,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } lm->setTwoSided(false); stateSet->setAttribute(lm, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); it seems like something is wrong as the transparency effect is miss-up. could anybody figure out what i missed and how to solve this problem. thanks very much for your help! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76283#76283 Attachments: http://forum.openscenegraph.org//files/transparency_missup_209.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi Su Hu, On Thu, Jun 4, 2009 at 2:01 AM, su hu ttts...@gmail.com wrote: There are lots of transparent objects/nodes in my scene. I need to place them in the depth sorted bin. How can I find out these transparent nodes quickly? Thanks a lot. I'm afraid you don't provide enough context to your question so I don't know how to answer. When you do you need to track down all transparent nodes? In the whole scene graph, only those on screen? For what purpose? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi Robert, There are lots of transparent objects/nodes in my scene. I need to place them in the depth sorted bin. How can I find out these transparent nodes quickly? Thanks a lot. Regards, Su Hu 2009/5/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com Also make sure you multi-sampling turned on, this show up much more when multi-sampling is off Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, May 27, 2009 11:08 AM To: OpenSceneGraph Users Subject: Re: [osg-users] transparency problem Hi J.P, On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za wrote: What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle? The transparent bin is sorted by the distance away from the eye of center of the drawables. To get finner grained sorted you have to break the large drawable into smaller ones. The drawables are usually osg::Geometry, so you'd break these into a series of smaller osg::Geometry. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi Su Hu, You need to place transparent objects in the depth sorted bin, normally loaders will do this for you. There is a chance that these objects are already in the transparent bin but you have some very large transparent objects in the scene as well that are causing the depth sorting to perform poorly - if this is the case you need to break the large objects up into small parts to allow depth sorting to work correctly. Robert. On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote: Hi all. Some transparent textures are used in our model. When we render this model by osg v2.8, we find some problem as attached snapshot. We try to change orders(in model structure) of those transparent objects to get right result, but failed. Any special setting should be included in program?Thanks for your help. Regards, Su Hu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi Robert, sorry to chip in... I've been wondering about this also recently. Robert Osfield wrote: Hi Su Hu, You need to place transparent objects in the depth sorted bin, normally loaders will do this for you. There is a chance that these objects are already in the transparent bin but you have some very large transparent objects in the scene as well that are causing the depth sorting to perform poorly - if this is the case you need to break the large objects up into small parts to allow depth sorting to work correctly. What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle? jp Robert. On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote: Hi all. Some transparent textures are used in our model. When we render this model by osg v2.8, we find some problem as attached snapshot. We try to change orders(in model structure) of those transparent objects to get right result, but failed. Any special setting should be included in program?Thanks for your help. Regards, Su Hu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi Robert, Thanks for your reply. Our 3D modeler tell me that the same model is shown right in vega view. We will break large objects up into small parts and try it again. Thanks a lot. Regards, Su Hu 2009/5/27 Robert Osfield robert.osfi...@gmail.com Hi Su Hu, You need to place transparent objects in the depth sorted bin, normally loaders will do this for you. There is a chance that these objects are already in the transparent bin but you have some very large transparent objects in the scene as well that are causing the depth sorting to perform poorly - if this is the case you need to break the large objects up into small parts to allow depth sorting to work correctly. Robert. On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote: Hi all. Some transparent textures are used in our model. When we render this model by osg v2.8, we find some problem as attached snapshot. We try to change orders(in model structure) of those transparent objects to get right result, but failed. Any special setting should be included in program?Thanks for your help. Regards, Su Hu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
This is a old problem of all scenegraphs try a searching on halos for performer and Vega try here http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi I know I have discussed this many time there ( you don't have to be member to search there) Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of su hu Sent: Wednesday, May 27, 2009 9:27 AM To: OpenSceneGraph Users Subject: [osg-users] transparency problem Hi all. Some transparent textures are used in our model. When we render this model by osg v2.8, we find some problem as attached snapshot. We try to change orders(in model structure) of those transparent objects to get right result, but failed. Any special setting should be included in program?Thanks for your help. Regards, Su Hu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Hi J.P, On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za wrote: What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle? The transparent bin is sorted by the distance away from the eye of center of the drawables. To get finner grained sorted you have to break the large drawable into smaller ones. The drawables are usually osg::Geometry, so you'd break these into a series of smaller osg::Geometry. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency problem
Also make sure you multi-sampling turned on, this show up much more when multi-sampling is off Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, May 27, 2009 11:08 AM To: OpenSceneGraph Users Subject: Re: [osg-users] transparency problem Hi J.P, On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za wrote: What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle? The transparent bin is sorted by the distance away from the eye of center of the drawables. To get finner grained sorted you have to break the large drawable into smaller ones. The drawables are usually osg::Geometry, so you'd break these into a series of smaller osg::Geometry. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
So the solution to the transparency sorting problem is simply to separate the objects with transparency and those without? In example, I have a opaque building with transparent windows in one single object, so I need to make the windows a separate object before exporting? [ ]´s 2007/10/18, Christophe Medard [EMAIL PROTECTED]: For your information my problem of transparency was dut to a point graphists must be careful of in 3DSMax : the OSGEXp exporter places a drawable or a geode in the TRANSPARENT_BIN as soon as at least one face has transparency. It's a perfeclty reasonable behaviour. In my case, trees (transparent) and some terrain (opaque) parts were in the same object : that give rise to sorting problems between the trees and the very parts of terrain. Having the graphist look over and rectify it, the order of rendering is perfect now. Thanks to Robert for pointing out that direction of verification ! ;) -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, September 28, 2007 9:34 AM Subject: Re: [osg-users] Transparency problem Hi Christophe, I have seem problems like in your screenshot when items like roads and grass are placed incorrectly into the transparent bin, or the items like the trees are placed in the opaque bin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- André Rocha Tomasi GRV - Virtual Reality Group PUCRS - Projeto Aeromóvel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Yes. At least those kind of problems appearing on a dababase exported using OSGExp is solved by a clear segregation of transparent(semi-transparent) faces from opaque ones. -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: André Rocha To: OpenSceneGraph Users Sent: Friday, October 19, 2007 2:20 PM Subject: Re: [osg-users] Transparency problem So the solution to the transparency sorting problem is simply to separate the objects with transparency and those without? In example, I have a opaque building with transparent windows in one single object, so I need to make the windows a separate object before exporting? [ ]´s ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
For your information my problem of transparency was dut to a point graphists must be careful of in 3DSMax : the OSGEXp exporter places a drawable or a geode in the TRANSPARENT_BIN as soon as at least one face has transparency. It's a perfeclty reasonable behaviour. In my case, trees (transparent) and some terrain (opaque) parts were in the same object : that give rise to sorting problems between the trees and the very parts of terrain. Having the graphist look over and rectify it, the order of rendering is perfect now. Thanks to Robert for pointing out that direction of verification ! ;) -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, September 28, 2007 9:34 AM Subject: Re: [osg-users] Transparency problem Hi Christophe, I have seem problems like in your screenshot when items like roads and grass are placed incorrectly into the transparent bin, or the items like the trees are placed in the opaque bin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Well I have already tried to change the stateset of the geode of the osgText for example with something like stateSetGeode-setRenderBinDetails(15, RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) , but it doesn't seem to help. The bigger the renderbin the later it is rendered in the scene, right? Yes, the foremost object have to get the highest binNumber. In my case I only have to set these number like below and it works fine for me with static objects: osg::StateSet *stateSet = new osg::StateSet; // specify when object is going to be drawn stateSet-setBinNumber(99); object-setStateSet(stateSet); I don't know if this works with HUDs. May be you also have to set the binNumber for the HUD. Perhaps the problem lies elsewhere and someone else can help. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Christophe Medard wrote: I think I have the very same problem with three textures. No assignation to a particular rendering bin seems to correct the problem. (However, it would automatically be done since that database is a 3dsMax OSGExp export, who handle transparency issues properly in the exported scene graph : in the .osg file my geode containg transparent faces are associated to the TRANSPARENT_BIN...) Are you sure that the ground geometry isn't also in the transparent bin? I seem to recall this kind of behaviour in the max exporter, where it would put everything exported in the transparent bin as soon as there is transparency in the scene. Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Paul Melis wrote: Panagiotis Papadakos wrote: Hi again! Well I don't think that RenderBins can help me with this. My problem is probably due to the fact that I use transparent objects that are too close to each other (0.1f). That is probably why if I move the camera around, some times things are rendered correctly! That sounds more like a problem related to sorting: the sorted order changes as you move the camera. Have you tried assigning a separate render-bin to each of the text layers? That should give you a correct rendering from at least one side of layers. Provided that you set the order of the layers correctly, of course... Paul Paul Panagiotis Papadakos On Fri, 28 Sep 2007, [EMAIL PROTECTED] wrote: Well I have already tried to change the stateset of the geode of the osgText for example with something like stateSetGeode-setRenderBinDetails(15, RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) , but it doesn't seem to help. The bigger the renderbin the later it is rendered in the scene, right? Yes, the foremost object have to get the highest binNumber. In my case I only have to set these number like below and it works fine for me with static objects: osg::StateSet *stateSet = new osg::StateSet; // specify when object is going to be drawn stateSet-setBinNumber(99); object-setStateSet(stateSet); I don't know if this works with HUDs. May be you also have to set the binNumber for the HUD. Perhaps the problem lies elsewhere and someone else can help. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Panagiotis Papadakos wrote: Hi again! Well I don't think that RenderBins can help me with this. My problem is probably due to the fact that I use transparent objects that are too close to each other (0.1f). That is probably why if I move the camera around, some times things are rendered correctly! That sounds more like a problem related to sorting: the sorted order changes as you move the camera. Have you tried assigning a separate render-bin to each of the text layers? That should give you a correct rendering from at least one side of layers. Paul Panagiotis Papadakos On Fri, 28 Sep 2007, [EMAIL PROTECTED] wrote: Well I have already tried to change the stateset of the geode of the osgText for example with something like stateSetGeode-setRenderBinDetails(15, RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) , but it doesn't seem to help. The bigger the renderbin the later it is rendered in the scene, right? Yes, the foremost object have to get the highest binNumber. In my case I only have to set these number like below and it works fine for me with static objects: osg::StateSet *stateSet = new osg::StateSet; // specify when object is going to be drawn stateSet-setBinNumber(99); object-setStateSet(stateSet); I don't know if this works with HUDs. May be you also have to set the binNumber for the HUD. Perhaps the problem lies elsewhere and someone else can help. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
If you set the render bins correctly, you can fix the problem. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis Sent: Friday, September 28, 2007 9:52 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Transparency problem Paul Melis wrote: Panagiotis Papadakos wrote: Hi again! Well I don't think that RenderBins can help me with this. My problem is probably due to the fact that I use transparent objects that are too close to each other (0.1f). That is probably why if I move the camera around, some times things are rendered correctly! That sounds more like a problem related to sorting: the sorted order changes as you move the camera. Have you tried assigning a separate render-bin to each of the text layers? That should give you a correct rendering from at least one side of layers. Provided that you set the order of the layers correctly, of course... Paul Paul Panagiotis Papadakos On Fri, 28 Sep 2007, [EMAIL PROTECTED] wrote: Well I have already tried to change the stateset of the geode of the osgText for example with something like stateSetGeode-setRenderBinDetails(15, RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) , but it doesn't seem to help. The bigger the renderbin the later it is rendered in the scene, right? Yes, the foremost object have to get the highest binNumber. In my case I only have to set these number like below and it works fine for me with static objects: osg::StateSet *stateSet = new osg::StateSet; // specify when object is going to be drawn stateSet-setBinNumber(99); object-setStateSet(stateSet); I don't know if this works with HUDs. May be you also have to set the binNumber for the HUD. Perhaps the problem lies elsewhere and someone else can help. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hi Paul and Robert, What you are saying makes sense indeed, I didn't think about that. I will check that inferring (the database is large and exported from 3DSMax using OSGExp) : maybe OSGEXp suffer of some lackings concerning transparency issues indeed. Maybe I have after loading of the .osg (or .ive) to make a quick pass on the scenegraph to isolate the TRANSPARENT_BIN affected geometries to associate some of them to another (of greater number) bin. I'll make further inquiries to check that point and see. I'll keep the mailing list informed of the conclusion cos it may be of interest for others. Thanks -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Paul Melis [EMAIL PROTECTED] Are you sure that the ground geometry isn't also in the transparent bin? I seem to recall this kind of behaviour in the max exporter, where it would put everything exported in the transparent bin as soon as there is transparency in the scene. Paul - Original Message - From: Robert Osfield [EMAIL PROTECTED] Hi Christophe, I have seem problems like in your screenshot when items like roads and grass are placed incorrectly into the transparent bin, or the items like the trees are placed in the opaque bin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hello everybody. I have a transparency problem which you can see in the attached image. As you can see the strings rendered on the orange window, which is in front of another blue window, have a blue outline from the blue window behind. The strings are in front of a semi-transparent rectangle in front of the semi-transparent window. What might be happening? Hi! I had the same problem with billboards and I fixed it with setting the stateset's RenderBinNumber. RenderBins in OSG is used to specify which objects are going to be drawn first. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency problem
Hi Andreas. Well I have already tried to change the stateset of the geode of the osgText for example with something like stateSetGeode-setRenderBinDetails(15, RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) , but it doesn't seem to help. The bigger the renderbin the later it is rendered in the scene, right? Panagiotis Papadakos On Thu, 27 Sep 2007, [EMAIL PROTECTED] wrote: Hello everybody. I have a transparency problem which you can see in the attached image. As you can see the strings rendered on the orange window, which is in front of another blue window, have a blue outline from the blue window behind. The strings are in front of a semi-transparent rectangle in front of the semi-transparent window. What might be happening? Hi! I had the same problem with billboards and I fixed it with setting the stateset's RenderBinNumber. RenderBins in OSG is used to specify which objects are going to be drawn first. -- Andreas Richter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org