I know graphics architecture, and I know how to do all the math.  But,
oddly, I've never actually used a 3D API like OpenGL, Direct3D or
Java3D.  Well, I'm trying to write a demo for a paper I'm presenting
at HPCA, and I've run into something odd.  I was hoping some with
actual front-end experience might be able to help me.  I figured since
this is a graphics mailing list, this wouldn't be horribly off topic.

I'm using Java3D to render a scene with lots of translucent planes.
If I make everything opaque, it's fine, because it's doing Z culling.
But I'm finding that the rendering order isn't near-to-far, as I
expected, but something perhaps related to the order in which I
created the scene elements.  As a result, when I turn on alpha
blending, it looks horrible.

I'm starting to worry that what I'm going to have to do is do all my
coordinate transforms up-front (rather than create a transform group
and transform the group), then sort by Z order, then add them to the
scene (and by trial and error determine whether it renders
first-to-last or last-to-first).

But I'm wondering if there isn't a better way.

Also, this makes me wonder... if you're a game designer, and you want
translucency, does the game engine have to order the scene from back
to front so that the alpha blending happens in the right order?  Or is
Java3D stupid and Direct3D and OpenGL handle this more intelligently?

Thanks!


-- 
Timothy Normand Miller
http://www.cse.ohio-state.edu/~millerti
Open Graphics Project
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