On Tuesday 19 June 2007 14:04:27 Paul Melis wrote:
> Paul Melis wrote:
> > Stefan Kombrink wrote:
> >> My model is a building which contains lots of transparent polygons.
> >
> > This may be your problem. During rendering, these get sorted
> > (back-to-front) on the CPU every frame so they can be correctly
> > blended. How are these transparent polygons structured in the
> > scenegraph? One drawable with all polygons, or a large number of
> > drawables with just a few polygons? OSG sorts on drawable bounding box
> > on the lowest level.
> > So if you have lots of drawables to sort this might take quite a lot
> > of CPU time, which will become more noticeable when the sorting code
> > isn't optimized (i.e. in debug mode).
>
> Just a thought: you could test if this is the problem by taking the same
> model but modifying it so that no transparency-sorting is done anymore.
> To do this, change
>
>     rendering_hint TRANSPARENT_BIN
> to
>     rendering_hint OPAQUE_BIN
>
> and remove the lines
>     binName DepthSortedBin
>
> in your .osg file (assuming you have one).
>
> Paul
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Thanks for your response, Paul,

I shall try that right away.
So setting the BlendFunc to (GL_ONE, GL_ZERO) and optimize with all 
optimizations is not solving that matter anyways?

-- 
Warning! Insufficient or missing coffee in module "STOMACH". 
User halted.
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