Hi Andrey,

On 27 August 2012 06:02, Andrey Zubarev <[email protected]> wrote:
> Here is a picture that explains the problem:
>
> [Image: http://s12.postimage.org/t6lnevl19/Distor.png ]

Thanks for the image, this confirms it's the very common and expected
result of depth sorting of transparent objects when using a depth
buffer.  This topic has been covered many times on the OSG so have a
look through the archives on the topic of transparency.

A quick answer would be simply break the object down into small parts
so that the OSG's depth sorting can make sure that the far parts of
the object are rendered before the nearer parts.  Another approach
would be to render the problem objects twice, first the back faces
using CullFace to select only rendering of the back faces, then render
the front faces using CullFace to select the back faces.

Robert.
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