Hi Carsten,

we tried to remove the depth chunk but nothing changes. More suggestions?

Thx,
Michael

Am 17.05.2010 16:32, schrieb Carsten Neumann:
>       Hello Michael,
>
> Michael Raab wrote:
>    
>> we're trying to render 2 boxes that have both a certain transparency factor 
>> assigned . The smaller box is fully enclosed by the larger one. Depending on 
>> the viewing position sorting errors occur, occluding parts of the smaller 
>> box.
>>      
> yes, that is expected. OpenSG does sort transparent geometry from back
> to front for correct blending, but it does not sort at the primitive
> (triangle) level.
>
>    
>> We're using a ChunkMaterial including a MaterialChunk, a DepthChunk and a 
>> BlendChunk.
>>
>> DepthFuction: GL_LEQUAL
>>      
> this is the default.
>
>    
>> BlendFunction: GL_GEQUAL src: GL_SRC_ALPHA dest: GL_ONE_MINUS_SRC_ALPHA
>>
>> According to some older mailing list messages we tried to put each triangle 
>> of the box into a separate geometry node, that brought no improvement.
>>
>> Ideas?
>>      
> by placing every face of the boxes in a separate geometry the object
> level sorting should get this right. One thing that could happen is that
> by using an explicit DepthChunk you enable depth writes for transparent
> objects (OpenSG normally makes the depth buffer read only while
> rendering transparent objects). Can you try removing the depth chunk or
> setting _sfReadOnly on it to true (dc->setReadOnly(true);).
>
>       Cheers,
>               Carsten
>
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