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 > > ------------------------------------------------------------------------------ > > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users > > ------------------------------------------------------------------------------ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users