Jean-Sébastien Guay wrote:
Possible solutions in your case might be depth peeling (but then there's
a limited number of depth levels you can render, but see the bucket
depth peeling paper from Siggraph 2009), or order-independent
transparency (which is apparently pretty slow). So there's always a
trade-off.
Search the archives for more details and possible solutions.
You might try searching for "alpha to coverage" (I think this is what
J-S was referring to when he said "order-independent transparency").
I'm not sure it's been done in OSG yet, but it sounds like it might be
the best solution for your use case.
You need at least a GeForce 7-level card for it, and it requires
multisample to be enabled, but I understand it can yield pretty decent
results without the need to sort the geometry.
--"J"
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