>From you description I can't tell if the problems you are seeing are
due to the inherent order dependency of transparency or if you have
run into a bug.  If you have a simple test case, we could take
a look at it.  If this is a result of the inherent order dependency of
transparent objects, then the only solutions are:

    1)  Break up your geometry into non-intersecting objects and
        order them (using an OrderedGroup node) such that they are
        rendered from back to front.

    2)  Use the new blend modes in Java 3D 1.2 (they will be available
        in the beta release, not in the impending alpha release) to select
        a blend equation that isn't order dependent

    3)  Use screen door transparency

--
Kevin Rushforth
Java 3D Team
Sun Microsystems

[EMAIL PROTECTED]


>Date:         Mon, 20 Sep 1999 08:39:27 -0400
>From: Bob Gray <[EMAIL PROTECTED]>
>Subject:      [JAVA3D] Different transparency problem?
>To: [EMAIL PROTECTED]
>
>I create a scene which has 3 Spheres centered at the origin, one inside
>the other, radii 1, 2, and 3 (used to show concentric "shell" structure...).
>I set each Sphere object to have a transparency of 0.7 so you can see each
>of
>the 3 Spheres, one inside the other.
>
>But I only see 2 of the spheres!  I see Spheres 2 and 3.
>
>Now, as I move the view point, always looking at (0,0,0), Sphere 2 *blinks*
>off and on!  At some viewing positions, I see Spheres 1 and 3.  Move the
>viewing location *ever so slightly* I see Spheres 2 and 3.  Never do I see
>all
>3 spheres.
>
>Are Sphere objects made with QuadArrays?  Is this a QuadArray problem,
>transparency
>problem, graphics card problem or "just" a Java 3D problem?
>
>Does anyone *know* if these transparency problems are going to be fixed in
>the
>next release?
>
>Bob Gray
>
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