Hi if you are talking about fully transparent geometry (alpha = 0) - try to disable alpha test with setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE) 11.03.2013, 19:19, "Daniel Schmid" :Lets put it this way round: my pre-render camera has a depth and a color buffer. M
Hello Daniel,
simply set:
osg::Depth* depth= new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0, true);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);;
to your transparent pass/models
last parameter to depth is depth-writes.
I usually put those
Lets put it this way round: my pre-render camera has a depth and a color
buffer. My geometry has a vertex and fragment shader that fades the geometry
using alpha. I have the desired result in my color buffer but my depth buffer
remains empty. How can I force geometry to always write depth, no ma
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