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 ? >>>> >> >>>> >> >>>> > >>>> > >>>> > >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >>>> >>>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >>> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

