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.
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