Hi All, Sorry if the question is too vague.We're a bit perplexed about depth sorting of polygons in OSG. We've been trying to get some vis working that uses Geometry (display lists or vbo's) where the primitives in Geometry need to be blended back to front and we're seeing strange results. The original view has the correct blending however as we navigate around, blending isn't correct. We've been diggin around and it seems that OSG only does sorting down to the drawable level. Is this the case? If so, does anyone one have idea on how to efficiently sort and then blend polys in OSG ? If not, how do we change things up so that OSG does sorting on the polys? Thanks for any ideas here, cuz we've been mulling over this for a few months. I originally thought it was our implementation (we initially mixed pure gl calls in OSG drawable similar to the teapot) but I have since rewritten our pipeline to use OSG calls and another developer in our group implemented an effect that requires this type of blending and he is seeing the same thing I am. biv
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