Thiago Bastos wrote:
> Hi everyone,
> 
> What is the best approach to render 100% correct transparent triangle 
> meshes in OpenSG?

Depth peeling. It requires many render passes and custom shaders, but it 
will give fast and correct out-of-order rendering of transparent 
intersecting trianglers.

(The number of passes is dependent on the number of correct layers you 
need, which depends on how transparent your triangles are and how 
correct you need your rendering)

> I googled for past solutions but only found this thread: 
> http://www.mail-archive.com/[email protected]/msg06680.html
> Is the author (Marcus Lindblom) still in the list? Any contribution is 
> welcome!

Yeah. I've been offline for a few weeks due to a wisdom tooth, and then 
I've switched jobs. Anyway, that link doesn't work for me. :(

Anyway, I did try with BSP sorting (recreating indices as you say) but 
as we had dynamic transparent geometry it wasn't fast enough at all. 
Depth-peeling worked like a charm (we only needed 3-4 layers to render 
our rather simple but heavily intersecting geometry).

> The transparent mesh that I must render is manifold and does not have 
> intersections, so I don't have to split triangles but I do need 
> per-triangle depth-sorting (which I know OpenSG does not support 
> out-of-the-box).
 >
> I have never written a custom node type in OpenSG, but I guess this 
> would be the way to go if the solution was to work efficiently in 
> clusters, am I right?
 >
> (The alternative I was thinking about was to rewrite the array of 
> indices of my Geometry every couple of frames...)

Try that first if you decide on the BSP-route, see if it works out 
performance wise for you. (I.e. are you anywhere near where you need to 
be, before trying to do OpenSG stuff.)

However, depth-peeling is an option one should consider. It worked 
pretty nicely with the FBOviewport for us.

Cheers,
/Marcus


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