#include <osg/Array>
#include <osg/BlendFunc>
#include <osg/CullFace>
+#include <osg/Depth>
#include <osg/ShadeModel>
#include <osg/Texture2D>
#include <osg/TexEnv>
{
_standardAlphaFunc = new AlphaFunc;
_standardAlphaFunc->setFunction(osg::AlphaFunc::GREATER);
- _standardAlphaFunc->setReferenceValue(0.01);
+ _standardAlphaFunc->setReferenceValue(0.01f);
_standardAlphaFunc->setDataVariance(Object::STATIC);
_smooth = new ShadeModel;
_smooth->setMode(ShadeModel::SMOOTH);
_whiteTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
_whiteTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_whiteTexture->setDataVariance(osg::Object::STATIC);
+ // And now the transparent texture
+ dummyImage = new osg::Image;
+ dummyImage->allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
+ imageBytes = dummyImage->data(0, 0);
+ imageBytes[0] = 255;
+ imageBytes[1] = 0;
+ _transparentTexture = new osg::Texture2D;
+ _transparentTexture->setImage(dummyImage);
+ _transparentTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+ _transparentTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+ _transparentTexture->setDataVariance(osg::Object::STATIC);
_white = new Vec4Array(1);
(*_white)[0].set(1.0f, 1.0f, 1.0f, 1.0f);
_white->setDataVariance(Object::STATIC);
_cullFaceFront->setDataVariance(Object::STATIC);
_cullFaceBack = new CullFace(CullFace::BACK);
_cullFaceBack->setDataVariance(Object::STATIC);
+ _depthWritesDisabled = new Depth(Depth::LESS, 0.0, 1.0, false);
+ _depthWritesDisabled->setDataVariance(Object::STATIC);
}
}