Hi Paul,

Shader can be a solution, but a shader is a part of the StateSet, and i'm
looking at the best way to avoid using them.
But i'll keep that in mind.

Thanks.

Regards,
   Vincent.

2009/6/9 Paul Speed <psp...@progeeks.com>

> You could implement the full fixed function pipeline (the parts you need)
> in a custom shader with the addition of manually controlling transparency
> based on a uniform.  Actually, a fragment shader may be all you need...
> which is probably a lot easier than a fixed function pixel shader.
>
> I've been tempted to do this before myself as fading in/out a model for LOD
> or otherwise is a real pain.
>
> -Paul
>
> Vincent Bourdier wrote:
>
>> Hi Robert,
>>
>> I am aware of the mess this is to implement... but I need it, and I cannot
>> create my scene graph appropriately because it it generated by some exporter
>> (osgExp) so I have to work with graphs I cannot control.
>>
>> I just was asking if there is an other solution I didn't tried, but I see
>> there are no miracles, I need to dig into the issue more longer to make the
>> better code I can.
>>
>> Thanks for help.
>>
>> Regards,
>>   Vincent.
>>
>> 2009/6/9 Robert Osfield <robert.osfi...@gmail.com <mailto:
>> robert.osfi...@gmail.com>>
>>
>>    Hi Vincent,
>>
>>    On Tue, Jun 9, 2009 at 7:17 AM, Vincent
>>    Bourdier<vincent.bourd...@gmail.com
>>    <mailto:vincent.bourd...@gmail.com>> wrote:
>>     > Can't it be interesting for OSG to have a setTransparency()
>>    method on a node
>>     > ? using material or something else, but working in each case...
>>
>>    The OSG's state handling is done with StateSet, you can multiple
>>    parent paths to allow you to decorate the subgraphs with different
>>    state.
>>
>>    Trying to embed low state management like transparency in nodes would
>>    be an utter mess to implement and to maintain for developers and end
>>    users.  Just create your scene graph appropriately and you will be
>>    able to do what you require without any modifications to the scene
>>    graph.
>>
>>    Robert.
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>>
>>
>>
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