Thanks Paul,
I'll look into that. I was also wondering if it was possible to use kd tree to
solve ordering problem, but not got round to investigating yet.
I know there's code already in osg for dealing with bsp and kd trees, so, is
there an easy way to use that code to solve my glass problem?
Chris Denham wrote:
Question 2:
If, in a simple scene consisting of two non intersecting transparent triangles,
it is always possible to find a correct order to draw them, then what is the
algorithm that sorts them? Given that a single depth value for each triangle is
insufficent to
I'm guessing that this is an old computer graphics problem to do with depth
sorting the drawing sequence of transparent objects, but I'm a bit puzzled why
OSG is having a problem with this little example.
Basically, in some views of a this example scene, the transparency is not
working
Hi Chris,
This is the classic problem with use and a depth buffer and depth sorting
objects as whole objects rather than at the fragment level. You can tweak
the sort algorithm and use further point, nearest point or mid point as the
OSG uses and you'll best results with different sort values
Thanks for the speedy reply Robert. :)
Have you got any tips on how to tweak the sort algorithm? Would I have to
change OSG, or are there options or callbacks I can set from outside.
I'm sure you are right that the best thing to do would be to split the shelf,
but the problem is that we have
Hi
http://developer.nvidia.com/object/Interactive_Order_Transparency.html
2010/3/2 Chris Denham c.m.den...@gmail.com
Thanks for the speedy reply Robert. :)
Have you got any tips on how to tweak the sort algorithm? Would I have to
change OSG, or are there options or callbacks I can set from
Hi Maxim,
Thanks for the link, a very interesting description of depth peeling technique
(it's new to me). Though now I'm feeling a bit out of my own depth ;-)
Am I right in thinking the implementation described here will only work on
NVidia GeForce3 hardware?
Cheers,
Chris
--
Question 2:
If, in a simple scene consisting of two non intersecting transparent triangles,
it is always possible to find a correct order to draw them, then what is the
algorithm that sorts them? Given that a single depth value for each triangle is
insufficent to determine the correct order,
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