There is a trick to this. We have the same sort of hud design, and we use ordered group to force the layering of the components in a hud window. I believe the following screenshot shows the effect you are looking for, where transparent objects in the scene are properly mixed with the overlay:
That looks about right
The trick is to understand that all ordered groups are rendered after non-ordered groups and that alpha blended shapes within an ordered group are not sorted even if you have set the view to sort transparent objects. The next thing is to realize that all alpha shapes *not* in an ordered group are rendered before ordered groups.
I wasn't sure this was the order it did things in, makes sense though
It looks from me that your lense flare must be in an ordered group if the hud obscures it.
nope, the flare is attached to a transform group, above that is a branchgroup which is then directly added to my main scene branchgroup (which is live hence the second BG)
It looks like the lense flare is being drawn after the hud, and that the hud is setting the zbuffer bits.
'the hud is setting the zbuffer bits' confuses me, are you saying there is something in my HUD that I need to turn off so it will draw it on top of anything else in my scene?
When I get home tonight I can double check the zbuffer settings for the background, scene and hud alpha objects.
that would be appreciated
Thanks
Jeremy
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