Hi all,
If anyone finds this useful, my current solution, combining help from this
thread and Paul Martz at http://forum.openscenegraph.org/viewtopic.php?t=13877,
looks like the following:
Code:
osg::StateSet* state = _rootGroup->getOrCreateStateSet();
if (op == 1)
{
Thanks Chris,
Apologies for the long delay, I've been moving home from the last post, I will
be able to pickup your advice this week.
I'll have good look at the fixed pipeline blending functions.
Thank you!
Claudio
--
Read this topic online here:
So, all OSG state (including Uniforms) are managed in a hierarchical
manner, with override rules. So, you can select a section of the graph and
designate all of it to have Uniforms defining transparency and all of the
scene below that Uniform state will have those Uniforms applied and be
Thanks Chris,
that's very helpful. I'll have a look at your code.
I've uploaded a video that might give you an idea of what I'm aiming at.
In the video, I have a similar functionality in a open source WPF viewer that
I've produced.
The slider on the bottom left of the UI makes all objects
Normally I'd do this with some kind of shader and a Uniform to control the
transparency.
If you haven't seen it already, I'd take a look at this set of code we did
for a client a few years ago:
http://alphapixel.com/project/osg-transparency-toolkit/
It was made for large complex CAD scenes
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