mhh...

> 
> I got a strange effect here: I use occluder objects
> to occlude objects in my scene. The occluder object has no
> transparency and gets rendered with rgba color masks
> set to zero. I do that by adding a ColorMaskChunk
> material with rgba channels set to false. I additionally
> add a negative sort key in order to force the occluders
> to get rendered first.
> Now I got an object consisting of "standard" materials
> and of geometry shaded by some fancy shaders. The thing now
> is, that only the shader shaded geometry gets occluded by my
> occluders. Also semitransparent materials "respect" the
> occluder. All these observations lead to the assumption
> that the sort key gets somehow ignored for "opaque" objects.
> This would be ok if all opaque objects were rendered opaque!
> With a colormask set to false the object should
> be treated as semitransparent and thus should be sorted.


re-thinking about it.... Although if you would sort 
considering the colormask it would be wrong for me,
because the pseudo transparent object (setting rgb
colormas to false) would be rendered after the opaque
objects, but I need to do it the other way around. I need
to fill the depth buffer. And sorting all the opaque objects
according to the sort key would be probably a heavy 
performance hit for most applications.
I observed that I can influence the rendering order in
the order I add the objects to the scene graph (first in
- first rendered). But I don't know if I can rely on that.
I guess not, but it could work out for me.

Regards,

  Toni




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