HI "please could you sign with a name we can reply to"
OpenGL has support for different ways of handling objects of how
fragments are replaced by new fragments, osg::Depth wraps this up, I
recommend you read up about glDpeth that it relates to, and how the
graphics hardware maps all this.
Robert.
Hi ?? (can't see your name),
Are you sure zbuffer isn't falling for your 2nd geometry object? Also
having equal depths is probably not a good idea? You need to render your
objects from back to front order.
When you have transparent objects you should set the stateset
stateset->setRenderBinDetail
multi translucent geometry with equal depth but alpha value is not equal.
when i render these geometry ,i can not see all geometry! Why ?
Can everyone give me some advice!
Thanks!
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