Hello Michael,
Michael Raab wrote:
> we're trying to render 2 boxes that have both a certain transparency factor
> assigned . The smaller box is fully enclosed by the larger one. Depending on
> the viewing position sorting errors occur, occluding parts of the smaller box.
yes, that is expected. OpenSG does sort transparent geometry from back
to front for correct blending, but it does not sort at the primitive
(triangle) level.
> We're using a ChunkMaterial including a MaterialChunk, a DepthChunk and a
> BlendChunk.
>
> DepthFuction: GL_LEQUAL
this is the default.
> BlendFunction: GL_GEQUAL src: GL_SRC_ALPHA dest: GL_ONE_MINUS_SRC_ALPHA
>
> According to some older mailing list messages we tried to put each triangle
> of the box into a separate geometry node, that brought no improvement.
>
> Ideas?
by placing every face of the boxes in a separate geometry the object
level sorting should get this right. One thing that could happen is that
by using an explicit DepthChunk you enable depth writes for transparent
objects (OpenSG normally makes the depth buffer read only while
rendering transparent objects). Can you try removing the depth chunk or
setting _sfReadOnly on it to true (dc->setReadOnly(true);).
Cheers,
Carsten
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