Hi > but I hoped it would be possible without drawing each geometry (rendered > into the onScreenCanvas) twice. > ( I guess there is no way to retrieve the ZBuffer of the OnScreenCanvas and > copy it into the other, with the same effect ?) Yes there is, but in my experience this won't be much faster okay depending on the # of objects of course. (A glReadPixels with floats is damn slow even in OpenGL) You can set at postRender in your OnScreenCanvas a ReadRaster with DepthComponent and use this Raster Object for your OffScreenCanvas so you draw first that Raster in your offScreen (best to do this would be at preRender()) and afterwards your non-opaque objects.
Good luck! EOF, J.D. -- Explore SRT with the help of Java3D (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) (http://www.antiflash.net/java3d/relativity (mirror) =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
