Re: [osg-users] Single-color transparency + strange issue

2007-11-03 Thread Robert Osfield
On Nov 2, 2007 8:49 PM,  [EMAIL PROTECTED] wrote:
 My first question is whether it is possible to render an RGB texture with
 no alpha channel with binary transparency. I'd like to map a specific
 color to 100% transparency. Would this require shaders? If so, could
 someone point me to a good resource for coding shaders in OSG?

You'll need to use shaders for this.  Have a look at the osgshaders
example or the glsl_*.osg example data files.  The osgmovie also just
so happens to have a fragment shader that does exactly what you are
looking for.

 My other issue is a rather strange behavior I have observed in OSG. My app
 is constantly dumping a lot of points into the scene graph
 (osg::DrawArrays with PrimitiveSet::POINTS) while updating a transform. I
 have run into an issue in which nothing gets rendered at all, unless I
 remove either the point insertion or the transform update. Does anyone
 know what could cause this behavior?

This read kinda like I do stuff and it doesn't work, how do I fix it?

At which the best I recommend is that you fix the problem in your
application and the issues should go away.

Now if actually want some external help you need to be much more
specific about what you are doing and what you are expecting to
happens.  Hows about provide a small code example of how you're adding
points.


Robert.
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Re: [osg-users] Single-color transparency + strange issue

2007-11-03 Thread Mike Weiblen
On Fri, November 2, 2007 15:49, [EMAIL PROTECTED] wrote:
 If so, could someone point me to a good resource for coding shaders in OSG?

see GLSL Shading with OpenSceneGraph
http://mew.cx/osg_glsl_july2005.pdf

cheers
-- mew

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