OpenGL 4.x also has extensions which permit an A-buffer implementation: http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html
I've tested this example (and fixed some of the source), but I have not tried to implement it in OSG. The technique does work, and works well, if rock-solid transparency is you primary goal and you're willing to accept the other costs that come with this technique. On Tue, Nov 27, 2012 at 3:55 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > > There's definitely sample code for depth peeling available > (osgdepthpeeling) > > Sorting of geodes by distance is also implemented as a render bin feature > - but sorting at geode level may be a bit too coarse. > > Transparency has been an issue in many forum/mailing list topics - because > it's hard and non-trivial. Maybe try searching for those threads. > > Christian > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel
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