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<div>Hey,</div>
<div> </div>
<div>I need to correct my answer. ;-) There are still problems with the visual overlay of the highlight material.</div>
<div> 1.) If I use a wireframe as highlight the overlay works as expected..</div>
<div> 2.) If I use GL_FILL for the highlight it is not rendered over the 'normal material'. For example if I render a cube with backface culling enabled, I can see no difference form the outside, but inside I can see the highlight material.</div>
<div>My first guess was depth buffer related issueds. I already tried to manipulate the DepthChunk but even with GL_ALWAYS I can't see the highlight from the outside.</div>
<div>3.) If I use a transparent material as highlight, the transparency is only correct applied within the sub tree.</div>
<div> </div>
<div>Thanks,</div>
<div>
<div>Michael</div>
<div> </div>
<div name="quote" style="margin:10px 5px 5px 10px; padding: 10px 0 10px 10px; border-left:2px solid #C3D9E5; word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;">
<div style="margin:0 0 10px 0;"><b>Gesendet:</b> Mittwoch, 01. Oktober 2014 um 11:27 Uhr<br/>
<b>Von:</b> "Michael Raab" <michael-***@gmx.de><br/>
<b>An:</b> opensg-***@lists.sourceforge.net<br/>
<b>Betreff:</b> Re: [Opensg-users] Material Override</div>
<div name="quoted-content">Works great. Thanks. Maybe a very short tutorial/explanation about stages, their capabilities and the rendering process in OpenSG2 would be useful ;-)<br/>
<br/>
Michael<br/>
<br/>
Am 01.10.2014 10:41 schrieb Carsten Neumann <***@gmail.com>:<br/>
><br/>
> Hello Michael,<br/>
><br/>
> On 09/30/2014 04:46 PM, Michael Raab wrote:<br/>
> > thanks for your explanation. I followed your hint and tried implement a<br/>
> > Stage similar to DepthPeelingStage but the rendering looks broken.<br/>
> > The geometry to highlight looks like it is rendered unlit. I'm attaching<br/>
> > the source code, maybe someone has some minutes to look at.<br/>
><br/>
> in your case I don't think you want to disable the default partition,<br/>
> that is intended for Stages that want to take over rendering entirely [1].<br/>
> You can also avoid having to copy the viewport and camera settings, by<br/>
> changing the pushPartition call to:<br/>
><br/>
> this->pushPartition(a, RenderPartition::CopyAll);<br/>
><br/>
> I think it would also be better to set the override material on the<br/>
> partition that should use it, instead of the parent partition and have<br/>
> it inherited.<br/>
> I'm thinking something like the attached (completely untested).<br/>
><br/>
> Cheers,<br/>
> Carsten<br/>
><br/>
><br/>
> [1] and probably only makes sense for stages that are used very near the<br/>
> root of the scene - otherwise I think that is likely to skip rendering<br/>
> of objects (namely those that have already been added to the default<br/>
> partition).<br/>
><br/>
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