Hi,
That's what I do to make things transparent. I would apply the setting to
where I apply material of course. I'm not much experienced with materials.
There is a common sense that one needs a material to set transparency. But I
think it's a common misunderstanding. Choosing the opaque or transpa
Hello Renan,
Can is probably right, blending is probably not enabled on your node. If
you enable it, setting the transparency through the material will
probably work.
You will probably also need to give OSG a hint that your node contains
transparency:
stateset->setMode(GL_BLEND,osg::St
Hello Renan,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute
the following method, the point is created with shininess effects
alright. However, no matter how much I change the values related to
tra
Hi, Can.
The stateSet whose mode you are setting is from the drawable or the
geode? And how exactly can I do that without destroying my previous
settings? (geode -> getOrCreateStateSet() ->
setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);)
Thanks again,
May be it is that blending is not turned on :
stateSet->setMode(GL_BLEND, StateAttribute::ON);
Can
2008/11/4 Renan Mendes <[EMAIL PROTECTED]>
> Hi,
> In my application, I'm trying to create a point (a small sphere) and
> alter its properties, like shininess and transparency. When I execute
Hi,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute the
following method, the point is created with shininess effects alright.
However, no matter how much I change the values related to transparency
(valu
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