<div>Hi Rick,</div>
<div> </div>
<div>I agree with Paul.</div>
<div> </div>
<div>Turn off your z-buffer. If this effect is for thrusters then you should perhaps look into additive blending</div>
<div>instead and this should create a better effect.. the more thrusters the brighter the become.</div>
<div> </div>
<div>A screenshot of your problem would help a lot (if possible).</div>
<div> </div>
<div>regards,</div>
<div>Peter</div>
<div><a href="http://osghelp.com/">http://osghelp.com</a></div>
<div><br> </div>
<div class="gmail_quote">2008/7/14 Paul Speed <<a href="mailto:pspeed@progeeks.com">pspeed@progeeks.com</a>>:<br>
<blockquote class="gmail_quote" style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">I'm no expert in this area but have had to do some pretty weird things<br>in the past to get transparency working right for some odd scenes...<br>
<br>One thing you might try is to disable z-buffer writes (not tests) for<br>the flares. Depending on your blending, this can add other types of<br>artifacts but I think in your case they will be very subtle... versus<br>
the z-fighting you are seeing. (You will obviously want them to be<br>drawn last just like normal transparency.)<br><br>Just an idea...<br>-Paul<br>
<div class="Ih2E3d"><br>Rick Pingry wrote:<br>> That reminds me of an issue I have not resloved yet. Our space ships<br>> have thruster engines and I use an image map with transparency and point<br>> it back at the camera to make a pretty glow around it. (First off, is<br>
> this the best way to do it? I have thought that perhaps a shader would<br>> work better, but I have not had a chance to learn about how to write<br>> shaders yet. So much to learn, so little time).<br>><br>
> Anyway, In some ships there are banks of engines, and it is pretty easy<br>> to get the problem where these transparent images intersect with each<br>> other, and you get depth sorting issues that way. I did work out a way<br>
> to make these "engine flare images" point, rather than right at the<br>> camera, all along parallel lines with the camera's line of sight, and<br>> that helped tremendously, but you can still get in positions where the<br>
> images happen to line up along the same depth, and you see some funky<br>> tearing and the like due to depth fighting. Is there a way to handle<br>> this better? Should I try to apply other bins to the different engines?<br>
> What are the rules wrt that? It sounds like I need to read up on the<br>> glDepth and osg::Depth. Any other recommendations? I was running into<br>> problems rendering planet halos too. Should the halo be in front of the<br>
> planet or behind it? probably the same kind of thing going on.<br>><br>> Regards,<br>> -- Rick<br>><br></div>> 2008/7/13 С Ñî <<a href="mailto:ygwbjut@yahoo.com.cn">ygwbjut@yahoo.com.cn</a> <mailto:<a href="mailto:ygwbjut@yahoo.com.cn">ygwbjut@yahoo.com.cn</a>>>:<br>
<div class="Ih2E3d">><br>> Thanks! I'll try it!<br>><br>> */Peter Wraae Marino <<a href="mailto:osghelp@gmail.com">osghelp@gmail.com</a><br></div>> <mailto:<a href="mailto:osghelp@gmail.com">osghelp@gmail.com</a>>>/* дµÀ£º<br>
<div class="Ih2E3d">><br>> Hi ?? (can't see your name),<br>><br>> Are you sure zbuffer isn't falling for your 2nd geometry object?<br>> Also<br>> having equal depths is probably not a good idea? You need to<br>
> render your<br>> objects from back to front order.<br>><br>> When you have transparent objects you should set the stateset<br>> stateset->setRenderBinDetails(10,"DepthSortedBin");<br>
> this will render the objects from back to front order...<br>> but note they will not sort the polygons for the individual<br>> geometry.<br>><br>><br>><br>><br>> 2008/7/13 С Ñî <<a href="mailto:ygwbjut@yahoo.com.cn">ygwbjut@yahoo.com.cn</a><br>
</div>> <mailto:<a href="mailto:ygwbjut@yahoo.com.cn">ygwbjut@yahoo.com.cn</a>>>:<br>
<div class="Ih2E3d">><br>> multi translucent geometry with equal depth but alpha<br>> value is not equal.<br>><br>> when i render these geometry ,i can not see all geometry! Why ?<br>
><br>> Can everyone give me some advice!<br>><br>> Thanks!<br>> ------------------------------------------------------------------------<br></div>> ÑÅ»¢ÓÊÏ䣬ÄúµÄÖÕÉúÓÊÏ䣡 <<a href="http://cn.mail.yahoo.com/" target="_blank">http://cn.mail.yahoo.com/</a>><br>
<div class="Ih2E3d">><br>> _______________________________________________<br>> osg-users mailing list<br>> <a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br>
</div>> <mailto:<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a>><br>
<div class="Ih2E3d">> <a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>><br>
><br>><br>><br>> --<br>> Regards,<br>> Peter Wraae Marino<br>><br></div>> <a href="http://www.osghelp.com/" target="_blank">www.osghelp.com</a> <<a href="http://www.osghelp.com/" target="_blank">http://www.osghelp.com/</a>> - OpenSceneGraph<br>
<div class="Ih2E3d">> support site _______________________________________________<br>><br>> osg-users mailing list<br>> <a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br>
</div>> <mailto:<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a>><br>
<div class="Ih2E3d">> <a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>><br>
><br>> ------------------------------------------------------------------------<br></div>> ÑÅ»¢ÓÊÏ䣬ÄúµÄÖÕÉúÓÊÏ䣡 <<a href="http://cn.mail.yahoo.com/" target="_blank">http://cn.mail.yahoo.com/</a>><br>
<div class="Ih2E3d">><br>><br>> _______________________________________________<br>> osg-users mailing list<br>> <a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br>
</div>> <mailto:<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a>><br>
<div class="Ih2E3d">> <a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>><br>><br>
><br>><br>> --<br>> >> Rick<br>> Check us out at <a href="http://fringe-online.com/" target="_blank">http://fringe-online.com/</a><br>><br>><br></div>> ------------------------------------------------------------------------<br>
<div>
<div></div>
<div class="Wj3C7c">><br>> _______________________________________________<br>> osg-users mailing list<br>> <a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br>> <a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>
<br>_______________________________________________<br>osg-users mailing list<br><a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br><a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>
</div></div></blockquote></div><br><br clear="all"><br>-- <br>Regards,<br>Peter Wraae Marino<br><br><a href="http://www.osghelp.com">www.osghelp.com</a> - OpenSceneGraph support site