Hi Murray

 

 

In my experience this looks like a classic transparency sorting
issue/problem when you have objects that have transparency and their
objects bounding volumes intersect,( I would also say this has little to
do with you using open flight)

 

This happens because for efficiency scene graphs sort transparent object
at a geode level and not at a polygonal level, you find this has been
discussed many time in many places

 

If you look at you model its likely that you Rotors are in one object
and then the windows/glass in another ( you might have more), is you the
think of their 2 bounding spheres they will be intersecting, so as you
view changes then how that are possibly sorted will change hence you get
the punch through effect you see.

 

One way to try to minimize this is to try and ensure when you create a
model you don't create overlap transparency that overlap, this can be
challenging to do depending on what you are modeling

(you also have to watch for optimizers in Scenegraphs that try to chunk
like materials and texturing in to one group  as this can artificially
introduce overlaps)

 

You can also try to use a an opaque texture to represent windows/port
holes (do you really need them to be transparent?) to help.

 

You can create you own render bin that sorts at the triangle level for
these models

 

 

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

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From: [email protected]
[mailto:[email protected]] On Behalf Of Murray
G. Gamble
Sent: Wednesday, February 23, 2011 2:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Draw Order/Culling with OpenFlight and
Transparency

 

Thanks for the suggestion, Chuck.

 

I've tried this, and do not observe any appreciable improvement in
rendering.  I should point out that while the images I provided
highlight the main rotor disc as the offending geometry, there are
numerous other geometry elements (e.g., windows) that cause similar
issues when viewed from various angles.  

 

I've stepped through the OpenFlight loader in debug mode and have
observed that the rotors and windows are both being caught by the tests
therein for translucent images and transparent materials, respectively.
These tests result in the state sets being set as you've suggested, so
it appears that OpenFlight loader is treating these nodes correctly. 

 

Any other ideas?

 

Murray

 

On 2011-02-23, at 1:57 PM, Chuck Seberino wrote:





Murray,

Your rotor is being placed in the Opaque render bin, which is causing
all of the geometry behind it to be culled out.  You need to make sure
it is in the transparent bin.  You should add these to the stateSet of
the rotors:

     stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
     stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);

HTH,
Chuck

On Feb 23, 2011, at 10:53 AM, Murray G. Gamble wrote:




Hi All,

         

        We have an OpenFlight model of a helicopter that exhibits some
undesirable rendering behaviour in OSG.  Specifically, various parts of
the helicopter geometry are being culled and/or rendered in the wrong
order.  We do not observe this behaviour when rendering the same model
using Vega Prime.  I've attached a couple of screen captures that
exemplify the issues.

         

        Can users with similar experiences provide any suggestions as to
how to avoid these rendering artifacts? Does the model
component/geometry hierarchy need to be modified and/or are there
programmatic things that can be done within our OSG application to
remedy the situation?

         

        I'm using OSG 2.8.0.

         

        Many thanks,

         

        Murray

         

        <CH149-OSG.jpg><CH149-VP.jpg>

         

         

         

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Murray G. Gamble, CMSP
Director of Modeling & Simulation
VSIM / Advanced Cognitive Engineering (ACE) Lab
2227 V-SIM, Carleton University
Ottawa, Ontario, K1S 5B6
off: 613.520.2600 x2475

cell: 613.298.0997
fax: 613.520.2539
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