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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