Re: [osg-users] Transparency problem

2019-06-14 Thread Yu Jie
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

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Re: [osg-users] Transparency problem

2019-06-13 Thread Yu Jie
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

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Re: [osg-users] Transparency problem

2019-06-13 Thread Catalin Flower
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

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Re: [osg-users] Transparency problem

2019-06-13 Thread Yu Jie
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

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Re: [osg-users] Transparency problem

2019-06-13 Thread Catalin Flower
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

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[osg-users] Transparency problem

2019-06-13 Thread Yu Jie
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

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Re: [osg-users] transparency problem

2009-06-04 Thread Robert Osfield
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.
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Re: [osg-users] transparency problem

2009-06-03 Thread su hu
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.
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Re: [osg-users] transparency problem

2009-05-27 Thread Robert Osfield
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

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Re: [osg-users] transparency problem

2009-05-27 Thread J.P. Delport

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

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Re: [osg-users] transparency problem

2009-05-27 Thread su hu
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
 
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Re: [osg-users] transparency problem

2009-05-27 Thread Tomlinson, Gordon
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

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Re: [osg-users] transparency problem

2009-05-27 Thread Robert Osfield
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.
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Re: [osg-users] transparency problem

2009-05-27 Thread Tomlinson, Gordon
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.
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g
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Re: [osg-users] Transparency problem

2007-10-19 Thread André Rocha
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 !  ;)

 --
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 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.


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PUCRS - Projeto Aeromóvel
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Re: [osg-users] Transparency problem

2007-10-19 Thread Christophe Medard
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.

-- 
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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

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Re: [osg-users] Transparency problem

2007-10-18 Thread Christophe Medard
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.


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Re: [osg-users] Transparency problem

2007-09-28 Thread Andreas.Richter
 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.
-- 
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Re: [osg-users] Transparency problem

2007-09-28 Thread Paul Melis
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
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Re: [osg-users] Transparency problem

2007-09-28 Thread Paul Melis
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
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Re: [osg-users] Transparency problem

2007-09-28 Thread Paul Melis
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.
-- 
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Re: [osg-users] Transparency problem

2007-09-28 Thread Zach Deedler
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
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Re: [osg-users] Transparency problem

2007-09-28 Thread Christophe Medard
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.
 

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Re: [osg-users] Transparency problem

2007-09-27 Thread Andreas.Richter
 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
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Re: [osg-users] Transparency problem

2007-09-27 Thread Panagiotis Papadakos
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
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