Hi Gianni,

I haven't had time to look at the model but as quick response based on your
description I'd say it's an issue with coarsed grained depth sorting that
the OSG does to workaround around the deficiencies of depth buffer based
rendering that one does with standard OpenGL.  This is a very common issue
and isn't OSG specific, but a general technique issue.  The issue has been
discussed many many times on osg-users so have a look through the archives
on osg-users.

It might be the OSG is doing everything it can and simply can't resolve the
best order to sort the transparent objects in because the transparent
objects overlap each other or themselves, if this is the case the best
thing to do to cut the transparent objects into small chunks so that the
depth sorting of the transparent bin can be done at a finer grained level
that can resolve the best order to render transparent objects.

The other alternative would to be use a shader based technique like order
independent transparency/depth peeling.  See the the osgoit and
osgdepthpeeling examples.


On 16 December 2013 14:29, Gianni Ambrosio <[email protected]> wrote:

> Hi All,
> if I load attached road.obj and wheel.obj in a osg viewer example I see
> the road opaque for some view angles while transparent for other angles.
> The material for the reoad is specified with "Tr 0.4" in the material.mtl
> file.
> I'm also attaching two images and a movie with a slightly more complex
> scene to explain what's happening.
>
> Any idea of the reason?
>
> Regards
> Gianni
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=57688#57688
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/osg_371.zip
>
>
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