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------- Additional comments from a...@openoffice.org Wed Jan  6 10:33:06 +0000 
2010 -------
AW: Reason is the standard ZBuffer technique. For overlapping transparent
geometry, it gets necessary to paint from back to front, after all
non-transparent were painted.
To do so there are two possibilities: (a) remember all transparent pixels and
solve them after rendereiung or (b) remember all transparent geometries and
render them Z-sorted after all non-transparent.
It makes no sense to do two rendering runs (as currently used) since the 2nd run
for transparent paint also would need to remember all geometry and sort in Z,
thus (b) is the logical consequence.
I first tried (a) since it would have been easier to implement, but in normal
scenes easily 5 mio pixels need to be remembered. For a pixel with 12bytes
(X,Y,Z,color,opacity) this gets to expensive.
Thus i had to implement (b) what is not trivial since the current state
including texturing and transparent texturing for each transparent geometry
needs to be buffered. To do so, i moved the texture::GeoTexSvx usages in
DefaultProcessor3D to refcounted using boost::shared_ptr and adapting  all
usages consequently.
Works now as intended. The only extra requirements are some more memory (only
little compared to (a)) and one sort for Z.

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