Dear Pavel, Thanks for your replay. when you ask to redefine the orientation of the polygons, I guess that would be equivalent to change the sign of the mesh.normals, no? should they be redefined for each triangle so they point towards the camera position? or does the position of the lights play a role on the problem? could you please elaborate on the appropriate camera settings to achieve the desired transparency effect. I will be trying several things on my own, will let you know if I reach any...
Dear Pavel, Thanks for your help! First thing is that I kind of solved my problem with the interior objects disappearing behid the room walls in transparent mode. The problem was related with the objects in the scene been separated in different TGLDummyCubes each of them corresponding to a different category (say Furniture, Sources, Receivers,... ) which was handy for accessing the items in the code but turned out to be problematic for the rendering (as illustrated in my previous email). In fig1...
Dear Pavel, Thanks for your help! First thing is that I kind of solved my problem with the interior objects disappearing behid the room walls in transparent mode. The problem was related with the objects in the scene been separated in different TGLDummyCubes each of them corresponding to a different category (say Furniture, Sources, Receivers,... ) which was handy for accessing the items in the code but turned out to be problematic for the rendering (as illustrated in my previous email). In fig1...
Dear Pavel, Thanks for your help! First thing is that I kind of solved my problem with the interior objects disappearing behid the room walls in transparent mode. The problem was related with the objects in the scene been separated in different TGLDummyCubes each of them corresponding to a different category (say Furniture, Sources, Receivers,... ) which was handy for accessing the items in the code but turned out to be problematic for the rendering (as illustrated in my previous email). In fig1...
Hello, I am implementing a GLScene application to visualize rooms containing objects. In the application the eye point is exterior to the room and always pointing towards the center of the room, the user can rotate the eyepoint around the center with the mouse changing the view. Room surfaces are introduced in the scene as a TGLFreeForm while the objects inside the room are inserted in a TGLDummyCube using the AddNewChild method, they are mainly spheres, cylinders and cones. In order to visualize...