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)?

Regards,

  Toni

--
Ing. Antonio Bleile
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Fax +39.011.197.006.53
E-mail [EMAIL PROTECTED]
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