Hi Frederic,

Break the objects into parts, and for items like legs you can draw the
object twice, swaping the triangle order so that the back faces are
drawn first then the front faces.  Its not a full proof way but it can
work.

Robert,

On Wed, Apr 16, 2008 at 6:20 PM, Frédéric SPEISSER
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>  The problem is that transparency seems not to work for one object itself
> (see attached image).
>  Osg is making inter-object sorting but no intra-object sorting as far as I
> understood ?
>
>  So I tend to think that implementing own solutions (based on shaders or
> other techniques) is the only solution...
>
>
>  Frédéric
>
>
>  Robert Osfield a écrit :
>
>
>
> > 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 ?
> > >  >>
> > >  >>
> > >  >
> > >  >
> > >  >
> > >
> > >
> > >
> > > _______________________________________________
> > >  osg-users mailing list
> > >  osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> > >
> > _______________________________________________
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
>
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