Hi, On Tue, 2005-06-14 at 15:50 +0200, Oliver Kutter wrote: > Hi, > > I have a problem with a geometry, transparent textures and blending. > > I am using only one geometry which holds many quads (for particles). > On these quads, I have mapped a texture which displays an arrow and > the rest of the texture is transparent. But now I have the problem, > that the depth ordering is wrong (it is correct, when I use a not- > transparent texture instead). Some of the quads in the back seem to be > in the foreground. All Quads have the same size. > > Here is a screenshot of my problem. > > http://wwwcs.uni-paderborn.de/cs/ag-domik/kuddel/screeny.png >
the main problem is that OpenSG only supports sorted back to front drawing on an object level, since everything in your example is inside one geometry (== one object) nothing can (and will) be sorted. You will be better of using the Particle node core which supports the kind of sorting you need. regards, gerrit ------------------------------------------------------- This SF.Net email is sponsored by: NEC IT Guy Games. How far can you shotput a projector? How fast can you ride your desk chair down the office luge track? If you want to score the big prize, get to know the little guy. Play to win an NEC 61" plasma display: http://www.necitguy.com/?r=20 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
