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
