Re: [osg-users] Z-buffer transparency / Alpha

2009-09-01 Thread Maxime BOUCHER

hybr wrote:
 Hi,
 
 If u didn't solved that yet - try 2 things:
 1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE 
 and  DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write 
 turned off for transparent objects by default, which is right thing in 
 general :D )
 2nd: when doing prerender - render depth with a shader and set there 
 gl_FragColor.a = 1.0;
 
 Cheers,
 Sergey

Hi,

 Thank you for digging :).

Good observation, GL_DEPTH_TEST influences the z-buffer (of course you would 
say...). 
Actually, when accessing a depth texture in a shader in GLSL 1.2 
if DEPTH_TEST is ON 
it has to be passed as a sampler(2D/Rect)Shadow
else as a sampler(2D/Rect).
This may help someone someday.

Actually, I had just forgot to check my texture units (I thought I had, but I 
had just begun and  not finished) and wrote z-buffer on a unit used transparent 
faces use.

I didn't want to push it on the top of the topics, but I have to reply to any 
help.

Cheers,


Max

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-26 Thread Sergey Polischuk
Hi,

If u didn't solved that yet - try 2 things:
1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE 
and  DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write turned 
off for transparent objects by default, which is right thing in general :D )
2nd: when doing prerender - render depth with a shader and set there 
gl_FragColor.a = 1.0;

Cheers,
Sergey

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread Maxime BOUCHER
Hi,

 I discovered something I find really strange.
I exported my scene from .ive to .osg.
I opened it with a text editor and I replaced all GL_BLEND ON statements by 
GL_BLEND OFF.

 When I load my project with this .osg here's what the camera see (placed at 
the projective camera place):
[Image: http://img7.hostingpics.net/pics/270676Dot_OSG_GL_BLEND_OFF.png ] 
(http://www.hostingpics.net/viewer.php?id=270676Dot_OSG_GL_BLEND_OFF.png)

And if I open the .ive file and execute:

Code:

_root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
StateAttribute::OVERRIDE);



[Image: http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ] 
(http://www.hostingpics.net/viewer.php?id=690702Z_buffer_pourri.png)


 I am very surprised it doesn't give the sam results.
What's happening ?
Is there a bug?

Thank you!

Cheers,
Maxime

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread J.P. Delport

Hi,

look in the .osg file if some of the statesets do not maybe have 
StateAttribute::PROTECTED.


jp

Maxime BOUCHER wrote:

Hi,

 I discovered something I find really strange.
I exported my scene from .ive to .osg.
I opened it with a text editor and I replaced all GL_BLEND ON statements by 
GL_BLEND OFF.

 When I load my project with this .osg here's what the camera see (placed at 
the projective camera place):
[Image: http://img7.hostingpics.net/pics/270676Dot_OSG_GL_BLEND_OFF.png ] 
(http://www.hostingpics.net/viewer.php?id=270676Dot_OSG_GL_BLEND_OFF.png)

And if I open the .ive file and execute:

Code:

_root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
StateAttribute::OVERRIDE);



[Image: http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ] 
(http://www.hostingpics.net/viewer.php?id=690702Z_buffer_pourri.png)


 I am very surprised it doesn't give the sam results.
What's happening ?
Is there a bug?

Thank you!

Cheers,
Maxime

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread Maxime BOUCHER
Hello there again,

Thanks J.P for answering, but no, there is no protected stateattribute.

Max wrote:
 Hi,
 
  I discovered something I find really strange.
 I exported my scene from .ive to .osg.
 I opened it with a text editor and I replaced all GL_BLEND ON statements by 
 GL_BLEND OFF.
 
  When I load my project with this .osg here's what the camera see (placed at 
 the projective camera place):
 [Image: http://img7.hostingpics.net/pics/270676Dot_OSG_GL_BLEND_OFF.png ] 
 (http://www.hostingpics.net/viewer.php?id=270676Dot_OSG_GL_BLEND_OFF.png)
 
 And if I open the .ive file and execute:
 
 Code:
 
 _root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
 StateAttribute::OVERRIDE);
 
 
 
 [Image: http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ] 
 (http://www.hostingpics.net/viewer.php?id=690702Z_buffer_pourri.png)
 
 
  I am very surprised it doesn't give the sam results.
 What's happening ?
 Is there a bug?
 
 Thank you!
 
 Cheers,
 Maxime


I made another test.
I converted the .ive to .osg and I made no change to the file.
I executed the same code on both and for the .osg I had the same results than 
the manual modif I told in the previous post.

This means, for the same code (and  called _root_stateset-setMode(GL_BLEND, 
StateAttribute::OFF | StateAttribute::OVERRIDE);), the same model, one in .ive, 
the other in .osg the results are differents.

Well, am I doing something wrong, or is there a bug?


Thank you
Cheers,

Max

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread Maxime BOUCHER

J.P. Delport wrote:
 Hi,
 
 Maxime BOUCHER wrote:
 
  Hello there again,
  
  Thanks J.P for answering, but no, there is no protected stateattribute.
  
  
  I made another test.
  I converted the .ive to .osg and I made no change to the file.
  I executed the same code on both and for the .osg I had the same results 
  than the manual modif I told in the previous post.
  
  This means, for the same code (and  called 
  _root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
  StateAttribute::OVERRIDE);), the same model, one in .ive, the other in .osg 
  the results are differents.
  
  Well, am I doing something wrong, or is there a bug?
  
 
 What happens when you convert the .osg back to .ive and use that .ive? 
 Maybe the optimiser in osgconv is messing with the original .ive?
 You could also manually try to write out the osg graph after loading the 
 .ive and compare it to the output of osgconv.
 
 jp
 
 
  
  
  Thank you
  Cheers,
  
  Max
  
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Hello,

 Alright, I did osgconv .ive to .osg and immediately .osg to .ive, and now it 
seems blending is always deactivated.
I mean, whether I call:
_root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_BLEND, StateAttribute:: ON | 
StateAttribute::OVERRIDE);
 or nothing
 I always visualize this:
[Image: http://img7.hostingpics.net/pics/270676Dot_OSG_GL_BLEND_OFF.png ] 
(http://www.hostingpics.net/viewer.php?id=270676Dot_OSG_GL_BLEND_OFF.png)

 Thus:
-I completely lost, what is happening?
I am wondering if this hasn't to deal with more than just blending.

- Do you know what can happen in the depth buffer so that even with blending 
turned off, transparent faces are not filled with a distance?

- I 've read a topic about using multiple viewer and uncomplete drawings. In 
this post Robert adviced to call stopThreading() on the currently not rendering 
viewer.
 I tried that, but of course, since I post, it didn't solve the problem.

Thank you for your help and reading,

Cheers,

Max

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread Maxime BOUCHER
Alright, I found the problem.
 During the conversion, textures are lost, then when the shader reads a texture 
it finds nothing.

- Do you know how can I test it? I mean, if the texture slot (the specified 
unit) is empty, I would like to fill the fragment with the object color.

Too bad my textures are compressed .rgb, thus I can't export them in .osg as 
explained here 
(http://forum.openscenegraph.org/viewtopic.php?t=3337postdays=0postorder=ascstart=0).

Finally, the problem came only from me (as usual would say some), sorry for the 
wrong alert.

However, I'm still in big troubles with the Z-buffer, your help would be 
welcomed.


Thank you!

Cheers,
Maxime

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-12 Thread J.P. Delport

Hi,

Maxime BOUCHER wrote:

Alright, I found the problem.
 During the conversion, textures are lost, then when the shader reads a texture 
it finds nothing.

- Do you know how can I test it? I mean, if the texture slot (the specified 
unit) is empty, I would like to fill the fragment with the object color.


sorry I don't know if it's possible.



Too bad my textures are compressed .rgb, thus I can't export them in .osg as explained here 
(http://forum.openscenegraph.org/viewtopic.php?t=3337postdays=0postorder=ascstart=0).


Do you not have the original textures? How did you get to the .ive? In 
that thread it seemed there was a solution - you have to convince 
osgconv to use another extension/format for the textures.




Finally, the problem came only from me (as usual would say some), sorry for the 
wrong alert.

However, I'm still in big troubles with the Z-buffer, your help would be 
welcomed.


I don't have any more ideas. From the last image you posted it just 
seems that you are somehow not writing to the depth buffer for some 
geometry or fragments. You will have to check the statesets for 
disabling of depth write.


jp




Thank you!

Cheers,
Maxime

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-10 Thread Maxime BOUCHER
Hi,


Ulrich Hertlein wrote:
 Hi Maxime,
 
 On 7/08/09 12:02 PM, Maxime BOUCHER wrote:
 
  Ulrich Hertlein wrote:
  
   Hi Maxime, I'm extremely irritated by what you write and maybe I'm not 
   the only one.
   
  
  I am very sorry, please apologize. Maybe could you tell me why so that I 
  won't do it
  again.
  
 
 No need to apologize.  (I meant 'irritated' as 'confused', not annoyed or 
 angry, just  in 
 case that's how you understood it; English can be fuzzy... :-}
 

Well, thank you, I misunderstood you, but I also know I'm quite a noob compared 
to most of you, and I understand my noob's questions can be irritating.


Ulrich Hertlein wrote:
 
 You have to keep in mind that the people on the mailing list have absolutely 
 no idea what 
 you're trying to achieve and what the problem is.  You alone have that 
 information so it 
 helps to give as much detail as possible when posting a question.
 
 What are you trying to accomplish and how do you approach it?  What is your 
 shader doing?
 

What I do:
 It is a projective texture mapping.
I put a prerending viewer in the scene given its orientation and position.
I attach to its DEPTH_BUFFER a depth image. I do a frame() on the prerender to 
fill the depth image.
 A color image is declared to check the prerender orientation if needed.

Code:

_root_stateset = _root-getOrCreateStateSet();

_depth = new Image();
_color = new Image();

_depth-allocateImage(_imWidthHeight-x(), _imWidthHeight-y(), 1, 
GL_DEPTH_COMPONENT, GL_FLOAT);
_color-allocateImage(_imWidthHeight-x(), _imWidthHeight-y(), 1, GL_RGBA, 
GL_UNSIGNED_BYTE);

_prerender-getCamera()-attach(Camera::DEPTH_BUFFER, _depth.get(), 0, 0);
_prerender-getCamera()-attach(Camera::COLOR_BUFFER, _color.get(), 0, 0);

_texdepth = new Texture2D(_depth.get());
_root_stateset-setTextureAttribute(_depth_unit, _texdepth.get());

_texcolor = new Texture2D(_color.get());
_root_stateset-setTextureAttribute(_color_unit, _texcolor.get());

_tex = new Texture2D(_img.get());
_root_stateset-setTextureAttribute(_tex_unit, _tex.get());




 Then I attach to the root node a shader and  run the rendering viewer.
The shader computes the projection of each fragment in the image space of the 
projective camera (i.e. the prerender).
 If the fragment is out of bound  then I texture it with it's original texture.
 If the fragment distance from the projective camera is different from the one 
stored in the Z-buffer  then I texture it with its original texture too.
 Else, I texture the fragment with its corresponding set of pixels 
(interpolation done by hardware) in the image to project.

It is quite clear in the code (and I don't post it in order to be debugged, 
just to be clearer).

Vertex shader:

Code:

varying vec4 coord;

void main()
{
coord = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}



Fragment shader:

Code:

uniform sampler2D tex;
//uniform sampler2D depthtex;
uniform sampler2DShadow depthtex;
uniform sampler2D originaltexture;
uniform sampler2D colortex;

uniform mat4 WorldToCam;
uniform mat4 CamToImage;
uniform mat4 correction;
uniform vec3 camposition;

uniform float znear;
uniform float zfar;
uniform float uptozbits;

uniform float imagewidth;
uniform float imageheight;

varying vec4 coord;
varying float intensity;

void normalizeW( inout vec4 vec )
{
vec = vec / vec.w;
return;
}

void normalizeZ( inout vec4 vec )
{
vec = vec / vec.z;
return;
}

float zbuffer_precision(float Z) //*** Used to compute the error of Z buffer
{
float b = znear * zfar / (znear-zfar);
float res = ( b / ( (b/Z) - 1.0/uptozbits ) ) - Z;
return abs(res);
}

void main()
{

vec4 camspace = WorldToCam * coord;
normalizeW(camspace);

if (camspace.z  0.0)
{
gl_FragColor = texture2D(originaltexture, gl_TexCoord[0].st);
return;
}

float Z = -camspace.z;

vec4 imspace = CamToImage * correction * camspace;
normalizeZ(imspace);

if ( imspace.x  0.0 | imspace.x  imagewidth | imspace.y  0.0 | imspace.y  
imageheight )
{ 
gl_FragColor = texture2D(originaltexture, gl_TexCoord[0].st);
return;
}

//float uncorrected_z = texture2D( depthtex, vec2(imspace.x/imagewidth, 
1-imspace.y/imageheight) );
float uncorrected_z = shadow2D( depthtex, vec3(imspace.x/imagewidth, 
1-imspace.y/imageheight, 1.0) ).r;

float corrected_z = znear*zfar / (zfar - uncorrected_z*(zfar-znear));

if (uncorrected_z  0.0 | uncorrected_z  1.0) //*** Error case
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
return;
}

if(false) //*** Used to display a kind of real distance
{
gl_FragColor = vec4(Z/15, Z/15, Z/15, 1.0);
return;
}

if(true) //*** Used to display distance stored in the Z-buffer
{
vec4 color = vec4(uncorrected_z, uncorrected_z, uncorrected_z, 1.0);
gl_FragColor = color;
return;
}

if (false) //*** Used to display the color image attached to the color_buffer
{
gl_FragColor = texture2D( colortex, vec2(imspace.x/imagewidth, 
1-imspace.y/imageheight) );
return;
}


float delta = zbuffer_precision(Z);
float corrected_delta = znear*zfar / (zfar - 

Re: [osg-users] Z-buffer transparency / Alpha

2009-08-07 Thread Ulrich Hertlein

Hi Maxime,

On 6/08/09 4:41 PM, Maxime BOUCHER wrote:

I know Z-buffer isn't very in fond of transparency, and actually, when I 
capture it on
a model having transparent faces it stores strange things (a kind of luminance 
image of
some textures on parts corresponding to these transparents faces).

Thus, I tried to deactivate it, but I didn't find how. I tried all this stuff:
...

But, if one of it (ALPHA_TEST), stopped the transparency, my Z-buffer has 
always kept
being corrupted. Then, my question is, how can I really deactivate the 
transparency?

Of course, if you have good ideas to have transparency and a working Z-buffer, 
I would
be very pleased :).


I'm extremely irritated by what you write and maybe I'm not the only one.
Why do you suspect that the Z-buffer is influenced by alpha blending?

So you're reading back the depth buffer and it's not what you expect?  Could you post a 
screenshot?


/ulrich
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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-07 Thread Maxime BOUCHER
Hi Ulrich,


Ulrich Hertlein wrote:
 Hi Maxime,
 I'm extremely irritated by what you write and maybe I'm not the only one.
 

 I am very sorry, please apologize.
Maybe could you tell me why so that I won't do it again.


Ulrich Hertlein wrote:
 
 Why do you suspect that the Z-buffer is influenced by alpha blending?
 

 Because problems only appear with models having alpha blending.


Ulrich Hertlein wrote:
 
 So you're reading back the depth buffer and it's not what you expect?  Could 
 you post a 
 screenshot?
 
 /ulrich
 

 You're right, it would be clearer.

Here is the camera view (with a green mask):
[Image: http://img7.hostingpics.net/pics/144972Z_buffer_colorimage.png ] 
(http://www.hostingpics.net/viewer.php?id=144972Z_buffer_colorimage.png)

here the distance of fragments to the camera computed in shader:
[Image: http://img7.hostingpics.net/pics/850811Z_buffer_shader.png ] 
(http://www.hostingpics.net/viewer.php?id=850811Z_buffer_shader.png)

and the Z-buffer image:
[Image: http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ] 
(http://www.hostingpics.net/viewer.php?id=690702Z_buffer_pourri.png)

 Problems are only located on surfaces having transparency.


And to be complete:
- The Z image is computed from another viewer than the rendering one (I 
allocate an image and attach it to prerendering cam's Z-buffer then execute one 
frame() ). 
- The images are sampler2D in the shader, thus I retrieve pixels from them and 
put it in gl_FragColor to be able to display.


Thanks a lot for help, and once again I'm very sorry for being so irritating, 
please accept my apologies.

Cheers,

Max

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Re: [osg-users] Z-buffer transparency / Alpha

2009-08-07 Thread Ulrich Hertlein

Hi Maxime,

On 7/08/09 12:02 PM, Maxime BOUCHER wrote:

Ulrich Hertlein wrote:

Hi Maxime, I'm extremely irritated by what you write and maybe I'm not the only 
one.


I am very sorry, please apologize. Maybe could you tell me why so that I won't 
do it
again.


No need to apologize.  (I meant 'irritated' as 'confused', not annoyed or angry, just  in 
case that's how you understood it; English can be fuzzy... :-}


You have to keep in mind that the people on the mailing list have absolutely no idea what 
you're trying to achieve and what the problem is.  You alone have that information so it 
helps to give as much detail as possible when posting a question.


What are you trying to accomplish and how do you approach it?  What is your 
shader doing?


Here is the camera view (with a green mask): [Image:
http://img7.hostingpics.net/pics/144972Z_buffer_colorimage.png ]

here the distance of fragments to the camera computed in shader: [Image:
http://img7.hostingpics.net/pics/850811Z_buffer_shader.png ]

and the Z-buffer image: [Image:
http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ]


Okay, the issue is with the last image, the parts that look like they're from a previous 
frame?  And these are areas that are covered by transparent geometry in the original image?


Cheers,
/ulrich
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[osg-users] Z-buffer transparency / Alpha

2009-08-06 Thread Maxime BOUCHER
Hi,

 I know Z-buffer isn't very in fond of transparency, and actually, when I 
capture it on a model having transparent faces it stores strange things (a kind 
of luminance image of some textures on parts corresponding to these 
transparents faces).

 Thus, I tried to deactivate it, but I didn't find how.
I tried all this stuff:

Code:

_root_stateset-setMode(GL_BLEND, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_ALPHA_TEST, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_ALPHA_TEST_FUNC, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_ALPHA_TEST_REF, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_LUMINANCE_ALPHA, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_LUMINANCE, StateAttribute::OFF | 
StateAttribute::OVERRIDE);
_root_stateset-setMode(GL_ALPHA, StateAttribute::OFF | 
StateAttribute::OVERRIDE);



 But, if one of it (ALPHA_TEST), stopped the transparency, my Z-buffer has 
always kept being corrupted.
 Then, my question is, how can I really deactivate the transparency?

 Of course, if you have good ideas to have transparency and a working Z-buffer, 
I would be very pleased :).


Thank you!

Cheers,
Maxime

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