Hi Paul,

Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
sprites, of course, but perhaps your users will tolerate that.

That's what I'm doing now. It works OK, but not that great. The problem is compounded by the fact that my particles represent dirt, and so the particles are generally pretty close together, which makes blending problems related to sorting very visible.

Thanks for the suggestions, I'll see what I can come up with.

J-S
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______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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