Hello, The settings you mentioned below have been set. These are set by default within the osg particle system. The problem still exists when I create another bin.
I wish I could be of help with the polygon sorting, but I have never implemented it with osg. ----- Original Message ----- From: "Michele Bosi" <[EMAIL PROTECTED]> To: "Public OpenSceneGraph Users discussion list." <[email protected]> Sent: Wednesday, September 05, 2007 5:14 PM Subject: Re: [osg-users] Particle Sorting > Hi, > I am also dealing with transparencies and sorting, in your case maybe > it's enough to mask off z-buffer writing for all the particle systems > using something like: > > osg::Depth* depth = new osg::Depth(); > depth->setWriteMask(false); > > your_geode->getOrCreateStateSet()->setAttribute(depth, > osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); > > also be sure that all the rest is ok, like > your_geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); > > usually for particle systems using this little trick you don't need to > sort at all. > The method has some flaws since the result is not really correct as if > you sorted your particles but since they are moving this shouldn't be > a problem. > > Theoretically transparent object that don't write on the z-buffer > should be rendered after the transparent ones that do write on it so > in order to obtain more correct results for your particles you should > create another BIN (I know you can do it but have no idea how) and > schedule it after TRANSPARENT_BIN. > > I just posted a question about polygon sorting, have you ever > implement it with osg or do you have any particular advice share? > > Regards, > Mike > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

