Hi Frederic,

Rather than needing to sort per triangle it is usually sufficient to
just break your objects into smaller parts and then let the OSG's
transparent bin sorting make sure objects are drawn in the correct
order.

Robert.

On Wed, Apr 16, 2008 at 3:45 PM, Frédéric SPEISSER
<[EMAIL PROTECTED]> wrote:
> 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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>
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