Hi,

Carsten Neumann wrote:
>       Hi Stefano,
> [SNIP]
>> What I'd expect is to see is the scene composing little by little. The first
>> geometry, then the first geometry + the second one, and so on.. Instead, what
>> I'm getting is a number of identical empty steps that just show the viewport
>> background, and then the scene completely rendered in the end.
>>
>> What am I doing wrong?!
> 
> maybe you are aware of this, but just to avoid confusion: the enter 
> callbacks are called when the depth first traversal of the scenegraph 
> hits a node on its "descent" while the leave callback is called after 
> all children have been visited.
> Your scene does not build up gradually, because it is not rendered in 
> immediate mode. Instead the renderaction builds a tree where geometry is 
> sorted by transparency/non-transparency and then by material so that 
> geometry with identical material is drawn at once.

Well actually it would be sufficient to get back a list of (sorted) 
transparent objects with their respective transformation matrix in
order to render those objects separately "by hand". I guess the matrix
could be retrieved with getToWorld, but do I get the correctly depth
sorted object list if I push back the geometry into a vector each time
the enter function gets called?

Regards,

   Toni


-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to