Hi JS,

On Wed, Jun 16, 2010 at 1:51 PM, Jean-Sébastien Guay
<[email protected]> wrote:
>> 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.
>
> Correcting myself, I was doing some of the above but I hadn't disabled depth
> writes. Doing that gives much better results, the transparency/sorting
> artifacts are almost not noticeable. The one noticeable artifact that
> remains is when say two sprites come in front / behind each other in rapid
> succession, it appears as if they're flashing, but it's hard to see unless
> you're looking pretty close so it's pretty minor.

Have you tried doing the two pass strategy - first the opaque pass
clipping out the alpha < 1.0, then a second blended pass accepting all
alpha < 1.0.  This won't cure the ordering issue completely but it
will lead to less obvious artefact's as it'll only be the transparent
edge that fights.

Robert.
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