Hi Carsten,

just to get this correct. Is depth peeling not implemented in openSG1.8 only or 
is it missing in both 1.8 and 2.0?

regards,
Michael

-------- Original-Nachricht --------
> Datum: Mon, 16 Nov 2009 09:56:21 -0600
> Von: Carsten Neumann <[email protected]>
> An: [email protected]
> Betreff: Re: [Opensg-users] OpenSG1.8 - Sorting Problems

>       Hello Michael,
> 
> Michael Raab wrote:
> > we're using OpenSG1.8 in our VR application.
> > We have some problems rendering (semi-)transparent objects. The correct
> rendering of these objects depends on the viewing position. So my guess is
> that there might be something wrong with sorting of objects during
> rendering.
> > 
> > - Is that a known problem? If yes, are there things that we can do to
> avoid this?
> 
> to render transparent objects correctly the individual polygons have to 
> be rendered in a defined order (back to front, or the other way around). 
>   In other words one needs to do depth peeling to get this right, but 
> that is not implemented in OpenSG at the moment.
> Instead OpenSG sorts transparent objects from back to front based on the 
> distance of the center of the bounding box to the camera. This only 
> approximates the correct ordering of polygons and limitations when it 
> comes to large or intersecting objects [1].
> It generally helps to keep transparent objects small (maybe even by 
> splitting larger objects) and far apart from each other, if possible.
> What do your scenes typically look like? Are there any assumptions you 
> can make about the position of transparent objects to each other?
> 
>       Cheers,
>               Carsten
> 
> [1] In general it also gives incorrect results if the objects has a 
> closed surface (e.g. a surface) and you do not use backface culling. 
> Backfacing polygons could be rendered after front facing ones and give 
> incorrect blending results.
> 
> 
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