Oh well, there's always "cheesy transparency" -- order-independent
transparency using polygon stipple... :-/
   -Paul


> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Gordon Tomlinson
> Sent: Thursday, April 19, 2007 9:32 AM
> To: 'osg users'
> Subject: RE: [osg-users] translucent objects disappear
> 
> Even BSP's don't solve all the problems and they are still 
> pretty much view dependent ;( in any complex scene
>  
> And you modelers will curse you to the end of time modeling 
> to BSP, lets say a pain :(
> 
> Until we can afford to sort at the poly level this will not 
> go away ( even then its not just a sort issue), 
> 
> We need the 'Binford Power MKIII Sorter" ... More power ...... 
> 
> __________________________________________________________
> Gordon Tomlinson 
> 
> Email   : [EMAIL PROTECTED]
> Website : www.vis-sim.com www.gordontomlinson.com 
> 
> __________________________________________________________
> 
> "Self defence is not a function of learning tricks but is a 
> function of how quickly and intensely one can arouse one's 
> instinct for survival" 
> -Master Tambo Tetsura 
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Thrall, Bryan
> Sent: 19 April 2007 16:14
> To: osg users
> Subject: RE: [osg-users] translucent objects disappear
> 
> Paul Martz wrote on Thursday, April 19, 2007 9:58 AM:
> > Good analysis.
> > 
> > It occurs to me that there might be room for an enhancement to the 
> > back-to-front sorting in the transparent bin such that it 
> sorts based 
> > on minimum distance rather than bounding volume center.
> >    -Paul
> 
> That would be an improvement in some cases, but not in others 
> (for example, a very large polygon with one nearby vertex and 
> a smaller polygon farther than that vertex but nearer than 
> all the other vertices of the large polygon). Unfortunately, 
> pretty much whatever generic sorting strategy you use will 
> have issues.
> 
> What we really need is a BSP for the transparent stuff; that 
> would ensure that they are always rendered in the right 
> order. But that would require (1) a Nodekit for BSPs and (2) 
> scenegraphs properly built with the BSPs. I'd love to do (1), 
> but I have no time :(
> 
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Paul Speed
> >> Sent: Wednesday, April 18, 2007 9:32 PM
> >> To: osg users
> >> Subject: Re: [osg-users] translucent objects disappear
> >> 
> >> (Two Pauls double-teaming...)
> >> 
> >> I believe this comes down to the brute force way that OSG sorts 
> >> drawables in the transparent bin.  This is not always 
> sufficient to 
> >> ensure proper rendering order... and there's really not 
> much OSG can 
> >> do about either.  At least not and still render in real time.
> >> 
> >> If all of one type of object is inside of another and is 
> frequently 
> >> obscured by the outer object then you can use the bin numbers 
> >> (setRenderBinDetails if my memory is good) to make sure the inside 
> >> objects are always drawn before the outer.  The problem you see 
> >> happens because the outer object is drawn first and fills the 
> >> Z-Buffer... when the interior objects go to draw they are obscured 
> >> since the z-buffer doesn't know about that.
> >> 
> >> Hopefully that isn't review.  I think everyone on this 
> list has hit 
> >> this one time or another and the work-arounds always depend on the 
> >> situation.
> >>   Sometimes controlling rendering order with the relative 
> bin numbers 
> >> is a work-around.
> >> 
> >> -Paul
> 
> --
> Bryan Thrall
> FlightSafety International
> [EMAIL PROTECTED]
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> http://www.openscenegraph.org/
> 
> 
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