Re: [osg-users] Temporarily overriding alpha channel

2019-04-07 Thread Claudio Benghi
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) {

Re: [osg-users] Temporarily overriding alpha channel

2019-04-07 Thread Claudio Benghi
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:

Re: [osg-users] Temporarily overriding alpha channel

2019-02-18 Thread Chris Hanson
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

Re: [osg-users] Temporarily overriding alpha channel

2019-02-18 Thread Claudio Benghi
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

Re: [osg-users] Temporarily overriding alpha channel

2019-02-15 Thread Chris Hanson
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