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 ------------------------------------------------------------------------------ Meet PCI DSS 3.0 Compliance Requirements with EventLog Analyzer Achieve PCI DSS 3.0 Compliant Status with Out-of-the-box PCI DSS Reports Are you Audit-Ready for PCI DSS 3.0 Compliance? Download White paper Comply to PCI DSS 3.0 Requirement 10 and 11.5 with EventLog Analyzer http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users