I think I need a little help to find a better way of
rendering transparent objects.

I have a large geometry model that consists of a huge
amount of triangles.  I want to render it such that
it's transparent and colored.  So is it true that I
have to use textures to render it transparently?  What
is the best way of applying a single color
transparently to these millions of triangles?

Also, in my code, I have something like:

Geometry* geometry = new Geometry;
geometry->setVertexArray( vert_ary );
geometry->setNormalArray( norm_ary );
geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
geometry->addPrimitiveSet(new
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,
num_vert_indices,vert_indices);
geometry->setTexCoordArray(0, tex_ary);

Now, something I have an issue with is the tex_ary. 
Basically I'm repeating the exact same four
coordinates from my texture per triangle (a single
color).  Is there a better way of doing this than
repeating potentially millions of the same four
texture coords?

Thanks,
Jeremy



 
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