> Regardless which render bin order you're using, the order of
> the rendered triangles in a transparent object is still wrong,
> but there even isn't a right rendering order for triangles,
> because the ordering has to happen on fragment level.

For simple convex objects like cylinders, spheres, boxes the trick
with back face culling can be applied safely - unless OSG decides to
change the render order to minimize state changes (which is what is
happening in my case)

I am a bit worried that advanced methods like depth peeling won't
integrate that easily with my existing scene graph. I will check.

Christian
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