Hello Thiago,

Thiago Bastos wrote:
> Hi everyone,
> 
> What is the best approach to render 100% correct transparent triangle 
> meshes in OpenSG?
> 
> I googled for past solutions but only found this thread: 
> http://www.mail-archive.com/[email protected]/msg06680.html
> Is the author (Marcus Lindblom) still in the list? Any contribution is 
> welcome!
> 
> The transparent mesh that I must render is manifold and does not have 
> intersections, so I don't have to split triangles but I do need 
> per-triangle depth-sorting (which I know OpenSG does not support 
> out-of-the-box).

yes.

> I have never written a custom node type in OpenSG, but I guess this 
> would be the way to go if the solution was to work efficiently in 
> clusters, am I right?

yes, I'd say writing your own NodeCore (or perhaps a Material is 
sufficient?) is the way to go.
It is not that tricky to use the code generator (fcdEdit for 1.x, 
fcd2code for 2.0), I'd recommend starting with an existing .fcd file and 
modify that to list the fields you want your type to have. Then generate 
the base and (only this first time) other files for your type (if you 
later change the .fcd only regen the base files otherwise you loose 
changes in the other ones).

> (The alternative I was thinking about was to rewrite the array of 
> indices of my Geometry every couple of frames...)

Hm, that sounds painful...
Can you give us some more details on how you want to do the depth 
sorting? Depending on that we might be able to give some more tips on 
how to best implement it (e.g. a Material rendering multiple passes 
might be sufficient to get depth peeling to work, but I have not thought 
this through).

        Hope it helps,
                Carsten



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