To make transparency work
correctly when objects intersect each other (so you can see the intersection
part), how do you setup the object?
1) Do you have 1 Group
node with **many** Shape3D's attached to the Group node, one Shape3D for each
little triangle of the objects (many hundreds Shape3Ds)?
2) Or do you have 1 Group
node with 1 Shape3D node which has *many* TriangularArray, one for each little
triangle (many hundreds TriangularArray)?
3) Or is there some other
way to define an object such that each triangle is considered "independent" and
will result in correct transparency rendering when intersecting other such
objects (with zbuffering set to order the rendering of each little
triangle)?
For example, I have a
sphere through which I intersect a cylinder and a torus. All objects are
partially in and partially out of the other objects. Setting the
transparency, I want to see the intersecting parts. What is the best way
to define the geometry that will make this happen?
What is the performance hit
going to be when having hundreds of Shape3Ds or TriangularArrays or whatever
*per* geometric object?!
Bob
Gray
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