BSP, Binary Seperating plane ( used heavily in Doom et-al) works well for
fixed root or inside scenes,  


__________________________________________________________
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 Netschke, Greg
Sent: 19 April 2007 17:29
To: osg users
Subject: RE: [osg-users] translucent objects disappear

Well at least that is one easy answer.  
I'll have to do some learning about the renderBins.  
I don't know what a BSP is.  
However, I thank you all for your comments.
 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Thursday, April 19, 2007 9:57 AM
To: 'osg users'
Subject: RE: [osg-users] translucent objects disappear

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]
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
> 
> 
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