Hello, I need to sort the polygons of my meshes in order to obtain decent transparencies for complex autointerstecting objects like 3d isosurfaces. I figured out that a very raw way to do so would be to subclass Viewer, reimplement frame(), and from there getting the viewMatrix and sorting my poligons based on their distance from the viewer (having disabled display list support for the node). The actual sorting would be done on the list of indices (osg::DrawElementsUInt) since I use indexed triangles.
Since to get correct results I also have to take into account the transformation applied to my Geometry I was wondering if there was a more "clever" way to do all this mess, maybe there are already mechanisms that inform my Geometry that is going to be drawn so that I can react sorting my polygons appropriately at the correct moment and accounting for the currently active transformations, something similar to the VTK/pipeline system. Any idea? Regards, Mike _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

