[Algorithms] R: Re: One pass per light + transparency?
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From: Madoc E. <tm...@ti...> - 2006-07-15 16:36:52
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I've been using this for many years now and I can't say we've ever noticed any problems (and we've had burning forests with plenty of smoke, and some windows too). I always draw the 2-pass (antialiased) "billboards" before any other alpha blended stuff so the worst case is that alpha blended stuff behind the billboards (significantly?) reduces the AA effect. The biggest difficulty we had was producing a good ratio of opaque to blended pixels in the alpha maps, especially throughout the mip-map chain. That can be tricky, and affects visual quality regardless of other blended geometry. -Madoc ----Messaggio originale---- Da: tom...@ee... Data: 15-lug-2006 7.57 AM A: "Game Development Algorithms"<gdalgorithms-list@lists. sourceforge.net> Ogg: Re: [Algorithms] One pass per light + transparency? You use a SRC_ALPHA:ONE pass for passes after the first one. Actually, what you do is use premultiplied alpha, as that is the One True Translucency Blend Method. So the first pass is ONE: INVSRCALPHA and subsequent passes are ONE:ONE. They discovered this in the 80s, and then everybody immediately forgot it and kept on using SRCALPHA:INVSRCALPHA for another quarter century. And probably beyond. TomF. > -----Original Message----- > From: gdalgorithms-list- bo...@li... > [mailto:gdalgorithms-list- bo...@li...] On > Behalf Of Brad_Byrd@playstation. sony.com > Sent: 14 July 2006 12:12 > To: Game Development Algorithms > Subject: [Algorithms] One pass per light + transparency? > > > So it's pretty easy to understand the "ambient/z pass, then > one pass per > light" style of rendering popularized by Doom 3. However, as > the blend > unit is already in use for doing an additive blend for the lighting, > regular (src_alpha, inv_src_alpha) style transparency is > tricky. I tried > googling for this, but was unable to find a solution for this > problem. I > just found several people saying, "Yeah, transparency is > tricky...", then > not explaining how to solve it. So, what approaches are > people taking? > > Also, is there a general solution to this problem that would > support more > blending modes than just (src_alpha, inv_src_alpha)? > > Thanks! > > Brad... > > > > -------------------------------------------------------------- > ----------- > Using Tomcat but need to do more? Need to support web > services, security? > Get stuff done quickly with pre-integrated technology to make > your job easier > Download IBM WebSphere Application Server v.1.0.1 based on > Apache Geronimo > http://sel.as- us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057& dat=121642 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists. sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http: //sourceforge.net/mailarchive/forum.php?forum_id=6188 ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel? cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists. sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http: //sourceforge.net/mailarchive/forum.php?forum_id=6188 |