The soloution depends on what you want to achieve. The artifacts that you are seing is a result of drawing the triangles in an arbitrary order. Generally you want to draw transparent triangles from back to front. You need to implement a view dependent sort algorithm of the triangles in order to achieve this. If the number of triangles is large this may become too expensive in an interactive application.
However, if the triangles facing away from the camera (back-side of person) is of no interest then a quick fix is to disable drawing these triangles. You can easily achieve this using the osg::CullFace state attribute. In your example you seem to draw both the front and back side of your triangles. Set it so that only front facing triangles are drawn. Using the latter approach only works for "simple" geometries where the triangles on the back-side also faces in the opposite direction. A torso like you show is mostly like that, but you will see arifacts if you for example move an arm in front or behind the torso. An improvement to the latter approach is to split the body into multiple parts (each with an associated bounding box) and then sort the different parts in a back to front fashion (osg does this automaticlly for the transparent bin). Each part must only draw the front facing triangles. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31000#31000 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

