Hi, I've got a question on how geometries to which a SHLChunk was applied get sorted internally in OSG. As long as fragment shaders may render a surface transparent OSG might assume that every shaded geometry has to be treated as a transparent surface and thus gets sorted during rendering, correct? In case it gets sorted, how can I force OSG to change that behaviour and tell him that the surface is opaque (without affecting rendering/sorting of "truly" transparent surfaces)?
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