Hello Mauro, Mauro Mithrandir wrote: >> Can you upload a screenshot and post a link to it? It is often much >> easier to understand transparency problem when one can see what is going >> wrong ;) > > I've removed from my code the RenderOptions stuff and I've made two > screenshots.
thanks! > (i) PNG RGBA texture > http://mauroport.netsons.org/magazzino/temp/alpha_texture.png this one shows the limitation of sorting only objects not triangles. The bottom face of the cube is rendered after the front and left faces and with setTransZWrite(false) (the default) the bottom overdraws the front and left faces. For cases like this you probably want to enable depth writes and/or experiment with alpha testing (see BlendChunk::setAlphaFunc and BlendChunk::setAlphaValue). You could split the cube into more than one geometry, but for any scene of interesting size this is not really feasible for performance reasons. The real solution to rendering transparent objects correctly is to apply some for or another of depth peeling. > (ii) Diffuse color with alpha=1.0 > http://mauroport.netsons.org/magazzino/temp/color.png hm, here I'm not so sure what the problem is. It looks as if the cube is missing the face that is oriented towards the bottom left. Is this done with lighting enabled? Are the normals on the cube correct? I'm not sure why the face oriented towards the bottom right is black - I'd suspect it is a back face that is not lit? Cheers, Carsten ------------------------------------------------------------------------------ This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users