[osg-users] Transparency problem

Robert Osfield robert.osfield at gmail.com
Fri Sep 28 00:34:07 PDT 2007


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.

On 9/27/07, Christophe Medard <christophe.medard at oktal.fr> 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...)
>
> To me it's not a sorting problem for the quads my three textures are mapped
> upon are transparent, it's just the a small outline in the texture that is
> blended on the clear color not the OPAQUE_BIN affecter database...
>
> I'm still looking for a way to solve this issue... (For information, I'm
> still using OSG 2.0.0.)
>
> --
> 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: "Panagiotis Papadakos" <papadako at csd.uoc.gr>
> To: <osg-users at lists.openscenegraph.org>
> Sent: Wednesday, September 26, 2007 6:56 PM
> Subject: [osg-users] Transparency problem
>
>
> > 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?
> >
> > I use the following statesets for the windows
> >
> >         stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF |
> > osg::StateAttribute::OVERRIDE);
> >         stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON |
> > osg::StateAttribute::OVERRIDE);
> >         stateSet->setMode(GL_BLEND, osg::StateAttribute::ON |
> > osg::StateAttribute::OVERRIDE);
> >
> >         osg::ref_ptr <osg::Depth> depth = new osg::Depth;
> >         depth->setFunction(osg::Depth::LESS);
> >         stateSet->setAttribute(depth.get());
> >
> >         osg::ref_ptr<osg::BlendFunc> blendFunction = new osg::BlendFunc;
> >
> > blendFunction->setFunction(osg::BlendFunc::SRC_ALPHA,osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
> >         stateSet->setAttributeAndModes(blendFunction.get());
> >
> >         stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> >
> >  stateSet->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
> >
> >
> > Thank in advance!
> >
> >  Panagiotis Papadakos
>
>
> --------------------------------------------------------------------------------
>
>
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> >
>
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