BACK_TO_FRONT sorting and 'Inverse Singular Matrix'

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Greg Harrison (harrisog++at++geocities.com)
Wed, 6 Jan 1999 18:08:40 -0500


When we switched our program from PFSORT_BY_STATE to PFSORT_BACK_TO_FRONT
(because of overlapping MS_ALPHA transparency), we get a pf error about
'Inverse Singular Matrix' when there are many objects in the scene (many DCS
nodes). I'm aware of the pfChannel man page caveat, "

  However, range sorting spans both transformation and draw callback
boundaries. Thus a range-sorted scene graph with many transformations and
expensive draw callbacks may suffer reduced performance due to an increased
number of transformation and draw callback changes."

Unfortunately, the singular matrices don't seem to go away when the view is
reduced and the eat up an inordinate amount of CPU time (exception
handling?). Fortunately the scene is still drawn properly. Is there any
solution, short of "fewer DCS nodes in view"? GL_BLEND transparency and
using the opaque and transparen bins is not an option since it's too
expensive. Anyone hit this before?

Greg Harrison
Air Force Institute of Technology


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