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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