Hi,
I'm not quite sure I understand what you want, but...
Mark Jones wrote:
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.
Have a look at osghud. You basically want your rendered textures mapped
onto a quad that covers the whole screen and that does not rotate with
the mouse movement. The blending would be OK provided you take the
current camera position into account in your render to texture step.
You could also maybe achieve something like this with projective
texturing. Look at osg's TexGen node.
cheers
jp
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