Hi Guys, I've haven't dived into the thread so far as I don't really have much wisdom to add. Particles aren't sorted due to the large cost involved in doing the sort. Having all particles from different particle systems would add further high level management complexities to the CPU overhead issue. This all makes it an awkward issue to crack easily - there isn't some magic wand that one can wave to make it all just work.
As Zach's suggested you can use render bins to layer things in the order you want, but this can only help fudge a better result in certain situations, it really is no substitute for proper per particle sorting. W.r.t finding a better solution one will have to start managing the separate particle systems in a more unified way, perhaps placing lots of separate particles into a single particle pool that gets sorted per camera. Perhaps fine grained sorting isn't required, perhaps one can just have a coarse grained spatial binning. No doubt one could come up with lots of different schemes that might work better, but all will add complexity, and one would have to be careful not to break the threading and multiple camera/context ability. Robert.
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