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

