Hi,

To improve rendering speed, I went from rendering a ton (hundreds) of
small geometries to combining their vertex data into one geometry so
that I could render everything with fewer draw calls. I'm guessing
OpenSceneGraph was doing some kind of depth sorting when I had
everything as individual geometries, because after merging everything
I get some strange transparency results. Could someone elaborate on
what method the OSG uses for sorting geometries in a depth sorted bin
and how can I recreate the original effect now that I'm left with a
single osg::Geometry? I'm using DrawArrays, so as it stands I have a
list of triangles and I know which chunk of triangles correspond to
which disjoint geometry.


Preet
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