Hi Simon,

Simon Haegler wrote:
> 
> thanks for the hint. first the buildings, then the vegetation ;-)

Why do you have to start with the hard stuff? ;)

> a related question: what is the fastest way to make a subgraph transparent?
> 
> i tried MakeTransparentGraphOp, but the framerate dropped from 250fps to 
> 0.1fps! 
> :-( the current scene has about ten SimpleMaterials with two TextureChunks 
> each.

MakeTransparentGraphOp is relatively expensive, as it needs to create 
copies of materials. But right now (i.e. OpenSG 1) it's the only way. :(

But I think the main problem is that drawing transparent objects is much 
more expensive than drawing opaque ones, mainly because they need to be 
sorted back to front and the sorting process kills state sorting, which 
can make a huge difference. That's why multisample transparency is so 
nice, as it is free and works without sorting. I haven't done it in a 
while, but there are some simple OpenSG extensions to control the used 
multisample mask, I would really recommend trying that as all other 
solutions will be problematic both from a performance and a quality 
point of view.

Can you send me a little before and after model? That would allow me to 
make sure there is nothing else going on.

Thanks

        Dirk


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