Hello Michael,

On 10/01/2014 02:14 PM, Michael Raab wrote:
> I need to correct my answer. ;-) There are still problems with the
> visual overlay of the highlight material.
>   1.) If I use a wireframe as highlight the overlay works as expected..
>   2.) If I use GL_FILL for the highlight it is not rendered over the
> 'normal material'. For example if I render a cube with backface culling
> enabled, I can see no difference form the outside, but inside I can see
> the highlight material.
> My first guess was depth buffer related issueds. I already tried to
> manipulate the DepthChunk but even with GL_ALWAYS I can't see the
> highlight from the outside.
> 3.) If I use a transparent material as highlight, the transparency is
> only correct applied within the sub tree.

hmm, I had not considered how creating a new partition affects the 
material sorting. So I think what we want here is that the stage does 
not create new partitions, but only takes control over traversing the 
tree below it. Can you try removing the {begin,end}PartitionGroup and 
{push,pop}Partition calls? That should cause the objects to be added to 
the parent partition and thus sort normally with them.

        Cheers,
                Carsten

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