I think I had already tested  it that  way a few months ago and I think 
the result were better but artefacts were already visible.
I will retest it before taking a look at osgdepthpeeling example.

Thanks for your responses,


Frédéric


Robert Osfield a écrit :
> 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 ?
>>>>  >>
>>>>  >>
>>>>  >
>>>>  >
>>>>  >
>>>>
>>>>
>>>>
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>>>>  [email protected]
>>>>
>>>>         
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>     
>>>>
>>>>         
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