Can you detail the depth peeling example a bit more (the code doesn't 
have any hints), e.g.
- what are the h.w. requirements for running it?
- is it supposed to be stable? (I get a segfault here)
- can you use any scene with transparency, or is there something special 
to set up with renderbins, etc.?

There is actually a LaTex file I wrote in order to clarify things. Unfortunately, it didn't make it into the osgdepthpeeling folder. So it's attached to this mail for a start and probably we should add it (or maybe a plain text version) to the folder for future releases. 
Transparency should simply be ignored, which is ok for depth peeling I think.
It's considered to be stable in the way, that I tested it extensively on a few machines and everything worked out fine. But actually I would have been rather surprised if nobody had experienced problems with it. 
Please be more precise on what it took for the segfault to occur.

Regards,
Steffen



 

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