See my other post in this thread as I've done exactly this before.
Split the cube into the inside faces and the outside faces, each as
their own drawable and then use the render bin number to have the inside
always drawn first.
It might be that if you always add the inside child before the outside
child then it will always get drawn first (or the other way around
depending on how the depth sorting sorts) but it's safer to use bin numbers.
-Paul
Andrew Burnett-Thompson wrote:
Hi Jason,
Ok I've updated my code to work with each side as a geode, however this
is still not giving me the results I want. Think a transparent cube, the
sides have bounding spheres but at certain camera locations and
orientations, the wrong sides are rendered in the wrong order.
For my transparent cube object, is it possible to specify the render
order in some sort of call back? So in the update pass, get the camera
eye and sort the drawables myself?
Thanks,
Andrew
On Mon, Aug 17, 2009 at 5:20 PM, Jason Daly <jd...@ist.ucf.edu
<mailto:jd...@ist.ucf.edu>> wrote:
Andrew Thompson wrote:
If I create individual QUAD's will this work better? Or perhaps
does it have to be individual Geodes to get the sorting working
right?
It's per-geode, I believe
--"J"
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