Thank you Joachim, Yes, I saw the depthpeeling example, but as I my graphic card is not enough powerfull I cannot launch it ... Sorting the triangles by depth before rendering is a solution, but as my point of view is constantly changing, is it possible to do such a sort in real time ? May be should I use vertex shader for this ?
Frédéric Joachim E. Vollrath a écrit : > Hello Frédéric, > > in short: no, it is not supported natively. > > You have to either sort the triangles by depth before rendering or use > the depth peeling algorithm. > > There should be (at least there was) a depth peeling example you could > use as a starting point for such an implementation. > > Regards, > Joachim > > > Frédéric SPEISSER wrote: > >> Hi Paul, hi all, >> >> I'm still trying to have a nice transparency for some objects. Indeed >> even if I use backface culling, the transparency rendering of concave >> objects seems not to work properly (see attached images). >> The only way I found seems to implement an depthpeeling algorithm to do >> order-independant transparency, is that necessary ? >> Is concave objects transparency rendering natively not supported by >> OpenGL/OpenSceneGraph ? >> >> > > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

