osg实现透明效果 正解

   最近某个项目中要用OSG画部分半透明效果的形状,绘制可参考OSG自带例子:Examples osggeometry

    但是半透明效果一直出不来,google一番之后 有位热心网友提供的方案是:

  osg::StateSet* stateset = _geometryFeild->getOrCreateStateSet();

  //Alpha混合开启
  stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
  //取消深度测试
   stateset->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF  );

  stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED );

  但每次 stateset->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF  );之后 绘制出来的区域不见了。。。。

 经过多次试验探索,发现是渲染级别的问题,默认情况下,OSG所有加载进来的node渲染级别都是-1,这样也就是所有节点的渲染级别是相同的。在这种情况下,取消深度测试后以实现半透明效果,但半透明效果的node节点会被其它node节点“覆盖”-----》其实是半透明部分被其它节点渲染替代,见下面两幅图中的GL_POLYGON部分,第一副就是默认渲染级别下,半透明图形被背景“覆盖”,第二幅就是正解了osg实现透明效果 正解 - 砖头不离身 - 砖头不离身

osg实现透明效果 正解 - 砖头不离身 - 砖头不离身
 

 

osg实现透明效果 正解 - 砖头不离身 - 砖头不离身
 
 

 所以,osg绘制半透明形状的正解如下:

  osg::StateSet* stateset = _geometryFeild->getOrCreateStateSet();
  //Alpha混合开启
  stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
  //取消深度测试
   stateset->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF  );
  stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED );
  stateset->setRenderBinDetails(11, "RenderBin");//设置渲染优先级------级别理论上来讲 比 背景的node 后就行,没设置过的是-1.
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A: osg::Vec3Array* createExplosionGeometry(float size) { // Create an array of vertices osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, size)); vertices->push_back(osg::Vec3(-size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, -size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, -size)); // Create a geometry object from the vertices osg::Geometry* geometry = new osg::Geometry; geometry->setVertexArray(vertices); // Create a color array for the vertices osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.5f, 0.5f, 0.5f, 1.0f)); geometry->setColorArray(colors); geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); // Create triangle indices for the explosion geometry osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 12); (*indices)[0] = 0; (*indices)[1] = 1; (*indices)[2] = 3; (*indices)[3] = 0; (*indices)[4] = 3; (*indices)[5] = 2; (*indices)[6] = 0; (*indices)[7] = 2; (*indices)[8] = 5; (*indices)[9] = 0; (*indices)[10] = 5; (*indices)[11] = 4; // Add the indices to the geometry object geometry->addPrimitiveSet(indices); // Set the normal array for the geometry object osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f)); normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f)); normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); geometry->setNormalArray(normals); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); // Return the explosion geometry return vertices; }

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