Hello Carsten,

> while working on a CAVE cluster setup (with projection decorators using
> > quite old version of OpenSG 1.8.0) I have found that all projection
> > planes (servers) except front one have problem with correct sorting of
> > transparent objects. Far objects are on top of near objects...
> >
> > So my question is whether there is some extra setup that must be done in
> > order to correctly sort transparent object in all viewports/servers or
>
> the sorting is done locally on each machine and does not require e.g.
> distributing special settings in a cluster.
>

> > if there is some know bug for older versions of 1.8.0 which has been
> > already fixed related to this issue?
>
> hmm, I don't recall a fix for something like you describe, but depending
> on how old your source is, I may simply not remember ;)
>
> Do the transformations in your ProjectionDecorators do anything
> "unusual" for example switch between left/right handed coordinate
> systems or use negative scales?
> Is the sorting completely backwards (i.e. does it sort transparent
> objects front to back) or are just some not sorted correctly?
>


Not at all, everything is pretty simple. Please see sample code below.
Surfaces are defined in the way I understood from sample codes.

    //front surface
    beginEditCP(decorator);
    decorator->setDecoratee(_camera);
    decorator->getSurface().push_back(Pnt3f(-1.35, -1.0, -1.35));
    decorator->getSurface().push_back(Pnt3f( 1.35, -1.0, -1.35));
    decorator->getSurface().push_back(Pnt3f( 1.35,  1.0, -1.35));
    decorator->getSurface().push_back(Pnt3f(-1.35,  1.0, -1.35));
    ...
    endEditCP(decorator);

    beginEditCP(viewport);
    viewport->setCamera    (decorator);
    ...
    endEditCP(viewport);

    //left surface
    beginEditCP(decorator);
    decorator->setDecoratee(_camera);
    decorator->getSurface().push_back(Pnt3f(-1.35, -1.0,  1.35));
    decorator->getSurface().push_back(Pnt3f(-1.35, -1.0, -1.35));
    decorator->getSurface().push_back(Pnt3f(-1.35,  1.0, -1.35));
    decorator->getSurface().push_back(Pnt3f(-1.35,  1.0,  1.35));
    ...
    endEditCP(decorator);

    beginEditCP(viewport);
    viewport->setCamera    (decorator);
    ...
    endEditCP(viewport);

I can say sorting is almost completely backwards...
Test scene is actually a forest with old-fashioned trees (crown is made
from crossed transparent planes). Transparency problem is at model level,
not at single geometry triangles level, so I can see far trees displayed on
top of near trees. We use Z+ as camera up.

As I said before...front surface/server is OK.

Cheers,
Robert
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