Hi
For such complex transparent models you need some proper order-independent
transparency algorithm
Cheers.
09.10.2012, 23:22, "Tina Guo" :
> Hi,
>
> Thanks for reply. Now the code is like
>
> virtual void define_passes()
> {
> osg::ref_ptr ss = new osg::StateSet;
> ss->set
Hi,
Thanks for reply. Now the code is like
virtual void define_passes()
{
osg::ref_ptr ss = new osg::StateSet;
ss->setAttributeAndModes( new osg::ColorMask(true, true, true, true) );
osg::Depth* depth = new osg::Depth;
depth->setWriteMask( false
Hi
If you need to blend all visible layers - try to change order of passes, and
set colormask to all false's (so first will be only color, second only depth).
If you dont need depth from transparent geometry - you can get by with only
first pass.
If you need only closest single layer - you draw
Hi,
In open inventor, there is a transparency mode called: delayed blend
Transparent objects are rendered using multiplicative alpha blending, in a
second rendering pass with depth buffer updates disabled. And I want to get the
same effect.
here's what I am trying to do
transparency->
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