Preet wrote on 2012-07-25: 
> 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.

OSG sorts Geometries that are in the (Depth-sorted) Transparent
RenderBin by distance to the center of their bounding box and renders
them back-to-front. It doesn't do any sorting inside a Geometry, so you
have make sure that the data inside the Geometry is properly sorted
yourself (or don't merge Geometries that need to be depth-sorted).

Hope this helps,
--
Bryan Thrall
Principal Software Engineer
FlightSafety International
[email protected]


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