Hi Oliver,

This is classic problem with the use of the depth buffer w.r.t
transparency, and affects all OpenGL and D3D apps.  The OpenSceneGraph
sorts based on the distance of the center of drawables bouding box and
the eye point.  Sorting on polygons is not done as its would be
incredibly, incredibly inefficient in terms of performance.

All is not lost though.  You can use multipass techniques in some
case, and breaking the model in small chunks is also quite effective.
It just so happens that for a sphere you can render it twice, first
render with the front faces culled, then afterwards with the back
faces culled.

The osg::ShapeDrawable has support for this two pass rendering.

Robert.

On 7/27/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:
Hi,

I have a question concerning the transparency sorting in osg. I think,
the sorting is done over all objects (nodes) and not over all polygons,
isn't it. And I don't know how it is done in OpenGL. But, is there any
way in osg to sort the polygons manually or automatically? Here is a
screenshot which shows the problem:
http://getwww.uni-paderborn.de/~kutter/TransparentBall.jpg
<http://getwww.uni-paderborn.de/%7Ekutter/TransparentBall.jpg>

bye
Oliver
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