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 ?
>>
>>     
>
>
>   

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