Hi, On 3/9/06, Dirk Reiners <[EMAIL PROTECTED]> wrote: > > Hi Josef, > > On Thu, 2006-03-09 at 17:39 +0100, Josef Grunig wrote: > > Hi all, > > > > I've a problem with SimpleTexturedMaterial. I'm loading an osb file ( > > http://www.blending-life.org/tmp/simpleTexturedMaterial_debug.osb ) in > > my app and I get a strange rendering: > > > > this is how I see it in my app ( > > http://www.blending-life.org/tmp/snap0.jpg ) and here how it should be > > ( http://www.blending-life.org/tmp/snap1.jpg ). > > > > any ideas? > > Yup! That texture has an alpha channel, which classifies it as > transparent and therefore it runs into the default transparency path > without depth write. Two ways to fix it: switch the default transparency > path to depth write (action->setZWriteTrans(true);),
Well, that works good for me. > which might have > negative side effects somewhere else in the scene. Or remove the alpha > channel from the texture. From what I can tell it's all 255 and > therefore unused anyway. in fact the geometry was not thought to be transparent and since I shouldn't change the models I load, I'll chose the first proposed solution. Just a simple question, how did you get the information about the texture of the model? which program did you use? Thank you Dirk, -- Josef Grunig www.blending-life.org ------------------------------------------------------- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid0944&bid$1720&dat1642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
