Hi,
There are simple questions:
What do I need to do to make sure transparent object show up properly?
How do I cull the back face of polygon?
Thank you!
Cheers,
Rabbi
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Rabbi Robinson wrote:
Hi,
There are simple questions:
I was going to point to do some examples, but then I saw there really
aren't good examples for these :-)
What do I need to do to make sure transparent object show up properly?
ss = node->getOrCreateStateSet();
ss->setMode(GL_B
On Tue, Jun 2, 2009 at 4:57 PM, Jason Daly wrote:
>> What do I need to do to make sure transparent object show up properly?
>>
>
> ss = node->getOrCreateStateSet();
> ss->setMode(GL_BLEND, osg::StateAttribute::ON);
> ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> ss->setRenderBinDetails(1
Robert Osfield wrote:
Small clarification, you either use setRenderingHint or
setRenderBinDetails, not both. setRenderingHint is simply a
convinience front end to setRenderBinDetails, in the case of
TRANSPARENT_BIN, it simply does
setRenderBinDetails(10,"DepthSortedBin");
Thanks, Robert.
Hi,
Thanks for the help, when I tried
ss->setMode(GL_BLEND, StateAttribute::ON);
ss->setRenderingHint(StateSet::TRANSPARENT_BIN);
nothing shows up. The cull face works tho
Thank you!
Cheers,
Rabbi
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Rabbi Robinson wrote:
Hi,
Thanks for the help, when I tried
ss->setMode(GL_BLEND, StateAttribute::ON);
ss->setRenderingHint(StateSet::TRANSPARENT_BIN);
nothing shows up. The cull face works tho
By "nothing shows up" I assume you mean that you don't see the geometry
any longer. What a
Hi,
The alpha value is about .5, It works fine except for the renderinghint
statement.
ss->setRenderingHint(StateSet::TRANSPARENT_BIN);
If I comment it out, I can see the transparent object but they are not sorted
properly. So there must be some problem with the depth sorting.
Thank you!
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN one bye
one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out those
transparent nodes quickly? Thanks for your help.
Regards,
Su Hu
2009/6/4 Rabbi Robinson
> Hi,
>
> The al
su hu wrote:
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN
one bye one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out
those transparent nodes quickly? Thanks for your help.
I can't think of a reason why you'd need
Hi,
The transparent blending works fine now. How ever the sorting does seem
currect. Sometime the transparent object disappears or not drawn at all. , It
view dependent Is there anyway it can be fixed?
stateSet->setMode(GL_BLEND, StateAttribute::ON);
stateSet->setRenderingHint(StateSet::TRANS
Hi Rabbi,
The transparent blending works fine now. How ever the sorting does seem currect. Sometime the transparent object disappears or not drawn at all. , It view dependent Is there anyway it can be fixed?
This is an FAQ. Since OSG does only coarse sorting when rendering things
in the trans
Jean-Sébastien Guay wrote:
Possible solutions in your case might be depth peeling (but then there's
a limited number of depth levels you can render, but see the bucket
depth peeling paper from Siggraph 2009), or order-independent
transparency (which is apparently pretty slow). So there's always
Jean-Sébastien Guay wrote:
Possible solutions in your case might be depth peeling (but then there's
a limited number of depth levels you can render, but see the bucket
depth peeling paper from Siggraph 2009), or order-independent
transparency (which is apparently pretty slow). So there's always
Hi,
Is there anyway that I can enforce drawing the objects inside first before
drawing the outside membrane?
Thank you!
Cheers,
Rabbi
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Hi Rabbi,
Is there anyway that I can enforce drawing the objects inside first before
drawing the outside membrane?
Thank you!
In OSG SVN there is a SceneGraphOrderRenderBin which will render objects
in the order they're in the parent's child vector, so if you add the
inside object first and
Hi,
I see there is a osgUtil::RenderBin, is that what you are refering to? If not,
is the class you mentioned going to be released soon?
Thank you!
Cheers,
Rabbi
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Rabbi Robinson wrote:
Hi,
Is there anyway that I can enforce drawing the objects inside first before
drawing the outside membrane?
Sure, just use setRenderBinDetails() to set a render bin for the
membrane that has a higher number than the render bin used by the
interior objects. For the
Hi Rabbi,
I see there is a osgUtil::RenderBin, is that what you are refering to? If not,
is the class you mentioned going to be released soon?
Check if the RenderBin header in the version of OSG you use has SortMode
TRAVERSAL_ORDER as one possible sort mode. If so, then that's it.
If not,
Even within the transparent bin you can enforce specific ordering with
the bin number. Lower numbers get rendered before higher numbers.
I'd have to dig to find any of my own example code but I hoped perhaps
the hint would be enough in short time.
We did this all the time to render double-si
P.S.: I don't pretend to understand any of this. Render bins and render
bin details are one of the more confusing parts of OSG... I generally
just keep monkeying with them until something sticks.
I will point out that in my understanding, the render bin number and the
render bin details are n
Hi there
A quick related question for you guys, does OSG do the transparency bin sorting
per Geode or per primitive?
I have a Geode with multiple transparent primitives in it, however one is a box
with 4 sides created using QUAD_STRIP and top/bottom created using POLYGON and
as such as not com
Andrew Thompson wrote:
If I create individual QUAD's will this work better? Or perhaps does it have to
be individual Geodes to get the sorting working right?
It's per-geode, I believe
--"J"
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Hi Jason,
Ok I've updated my code to work with each side as a geode, however this is
still not giving me the results I want. Think a transparent cube, the sides
have bounding spheres but at certain camera locations and orientations, the
wrong sides are rendered in the wrong order.
For my transpar
See my other post in this thread as I've done exactly this before.
Split the cube into the inside faces and the outside faces, each as
their own drawable and then use the render bin number to have the inside
always drawn first.
It might be that if you always add the inside child before the out
Paul Speed wrote:
See my other post in this thread as I've done exactly this before.
Split the cube into the inside faces and the outside faces, each as
their own drawable and then use the render bin number to have the inside
always drawn first.
It might be that if you always add the inside c
Hi Paul,
Cheers for your response, ok I missed that first time around, so it is
possible, that's good, just not 100% sure on how you implemented it.
One special case is in my system the transparent box is sort of a zone that the
camera may move inside or outside. I need it to render properly
As long as your shape is convex then you should always be able to draw
the inside first... even with the camera inside.
-Paul
Andrew Thompson wrote:
Hi Paul,
Cheers for your response, ok I missed that first time around, so it is possible, that's good, just not 100% sure on how you implemented
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