I have 2 versions of an object, One that has sides that get culled away, one 
that has sides that are opaque.  I want the user to be able to see things 
inside the object when one of the sides gets culled away.

The analogy is that of the the star trek transporter where the parts become 
translucent before they disappear in the sparkle.  Here, I'm wanting an 
unstable container that contains items so that things get revealed if you 
happen by at the right time.

I have it working with 2 textures in the osgprerender sample, where the model 
appears on the flag.  The problem is that the model shows up on a 2D object 
(the flag in the sample).  The image on the flag looks 3d, but when you move 
the scene with the mouse, you see the 2d flag, not the 3d box with the 
shimmering sides.  The two copies blend together using the code above and then 
appear on the flag.  I have the box model rotating within the flag, but the 
flag is still a "projection screen" that this shows up on, I lose the 3d effect 
when the texture kicks in.  Is this where a texture3D comes in?

My confusion appears to be more conceptual, rather than physical since I have 
got the blending to happen, just not in a way that leaves it 3D

I guess I'm trying to figure out how to get the screen to be that 2D object so 
that I can render a total scene that contains the room and other objects, but 
has this phasing effect.  I thought I could render the box and place it in the 
scene, but the 3d-2d effect makes the box look like one of those roadside 
fireworks stands, all facade.....

In other news, I figured out how to do it using Transparency and the alpha 
channel, this way I only have to render it once and the sides get randomly see 
thru (did it based on time).  That seems to work.  But I still wonder how I 
would be able to blend two copies of the scene together in 3D.  How do I make 
the "Screen" that top level polygon that I'm blending into.

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http://forum.openscenegraph.org/viewtopic.php?p=21632#21632





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