Hello Robert,

On 03/08/2012 05:33 AM, Robert Petka wrote:
> 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);
>
> 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.

do you have head tracking in your cave? Do you apply the head's rotation 
to the "user" transform of the ProjectionCameraDecos as well or only the 
translation? What happens if you turn the head to face the side walls, 
does the sorting change?

        Thanks,
                Carsten

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