Works great. Thanks. Maybe a very short tutorial/explanation about stages, 
their capabilities and the rendering process in OpenSG2 would be useful ;-)

Michael

Am 01.10.2014 10:41 schrieb Carsten Neumann <carsten.p.neum...@gmail.com>:
>
> Hello Michael, 
>
> On 09/30/2014 04:46 PM, Michael Raab wrote: 
> > thanks for your explanation. I followed your hint and tried implement a 
> > Stage similar to DepthPeelingStage but the rendering looks broken. 
> > The geometry to highlight looks like it is rendered unlit. I'm attaching 
> > the source code, maybe someone has some minutes to look at. 
>
> in your case I don't think you want to disable the default partition, 
> that is intended for Stages that want to take over rendering entirely [1]. 
> You can also avoid having to copy the viewport and camera settings, by 
> changing the pushPartition call to: 
>
> this->pushPartition(a, RenderPartition::CopyAll); 
>
> I think it would also be better to set the override material on the 
> partition that should use it, instead of the parent partition and have 
> it inherited. 
> I'm thinking something like the attached (completely untested). 
>
> Cheers, 
> Carsten 
>
>
> [1] and probably only makes sense for stages that are used very near the 
> root of the scene - otherwise I think that is likely to skip rendering 
> of objects (namely those that have already been added to the default 
> partition).
>
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