Ok, I think I solved it.
There is quite a catch to the following OSG FX method:
Code:
void Technique::addPass(osg::StateSet* ss)
{
if (ss) {
_passes.push_back(ss);
ss->setRenderBinDetails(static_cast(_passes.size()), "RenderBin");
}
}
Then again, this is was setRenderin
Hi David and all,
thank you for taking your time to answer this. To make things clear, I am
using self-written subclasses of the "Effect" class (from the osgFX namespace).
Simply adding the second pass to the transparent bin did not help.
Though I have to admit I do not have the expertise (yet
Hi Florian
We can't really help you without know how work your multi pass system.
My guess is that osg draw your first pass #1 - draw original with a little
offset, then transparency pass, then pass #2 - draw "tinted".
You can use osg::StateSet::RenderingHint(osg::StateSet::TRANSPARENT_BIN) in
y
Hi,
1. for transparent walls we use our own node (derived from "Effect") - see code
below
2. for "tinting" objects, we also use an effect node derived from "Effect" -
see code below
Used by themselves, everything works fine. But if we have a "tinted" object
behind a "transparent" object, the "
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