Hello all,
I've read through the archives and documentation, but it seems that there
is something inherently wrong with my frustum and transparency sorting. (see
image below) Objects that are clearly distant are drawn in front of closer
objects, but it also depends on orientation of the camera. Looking at the
pics it shows me that the objects aren't being sorted properly, but their
bounding volumes are correct. When visualizing the volumes, I also get a
strange frustum in the distance.
Could this frustum actually be the "cameras" frustum which is somehow
independent of the camera? (see link below for example movie of it's
behavior) If so, this would explain some other oddities I'm seeing related
to culling. Also of note is that if I turn off AutoFrustum the dancing
frustum disappears when drawing volumes, but I get a warning "left & top
parallel" and the transparency still issue exists.
Any help would be greatly appreciated as I am at a loss.
RenderAction settings (tried combinations of all):
setZWriteTrans(true);
setSortTrans(true);
setAutoFrustum(true);
example movie & picture:
http://www.umich.edu/~emaslows/temp/osg/osg_transparency.jpg
http://www.umich.edu/~emaslows/temp/osg/osg_frustum.mov
hierarchy:
root node
- child: camera beacon
- core: xform
- child: user node
- core: xform
- child: scene root
- core: xform
Thanks
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904
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