Hi Ken, The depth sorting is done on distance from the center of the drawable's bounding box to the eye point. Its done purely at the drawable level, so if indivual polygons overlap then you'll find problems with rendering order. This isn't an OSG specific issue, but a general real-time graphics issue associated with use of z buffers.
For things like sphere's you can force the polygon ordering to be a bit more ideal by drawing all the transparent back faces in one bin i.e. 10, then draw all the front faces in the next bin i.e. 11. Robert. On 5/24/06, Ken Sewell <[EMAIL PROTECTED]> wrote:
How exactly does OSG do transparency sorting? I have an application in which there are several locations that have concentric spheres. Each sphere has a color with an alpha of ~0.3, has BLEND and TRANSPARENT_BIN set in its stateset. I am encountering two issues: - I always see the outer spheres, but the inner spheres 'pop' in and out as the camera moves through the scene. They're there for a few seconds, change camera angle and they disappear, change again and they are back. - When two spheres overlap, sometimes I only see one sphere and it seems to be clipping the other, instead of rendering the overlapping part of both. - I am creating my own geode/drawable (which I haven't done much) is a bounding box/sphere automatically created or do I need to manually add one? Any ideas about what I might be doing wrong? Ken Sewell _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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