Re: [Algorithms] Sorting triangles
Brought to you by:
vexxed72
|
From: Jason Z. <zi...@n-...> - 2003-07-10 22:23:50
|
Yeah we use alpha test, but the edges still flicker with the bad sorting so its pretty much just as noticable if it was off. As Nils said earlier, its better to have a more stable sort order than a correct order, and ours right now is pretty unstable. I've got some good ammunition to try a few new things, thanks to everyone's suggestions. - Jason Zisk - nFusion Interactive LLC ----- Original Message ----- From: "Graeme Harkness" <gr...@ha...> To: <gda...@li...> Sent: Thursday, July 10, 2003 5:12 PM Subject: RE: [Algorithms] Sorting triangles > Jason, > > > I've tried simply not sorting within the trees/bushes but the errors > are too obvious > > (at least for the art team :). > > Might be a daft question but are you using "alpha test" as well as > "alpha blend" to > draw these? Using alpha test too helps in that you only see the sorting > errors on the > feathered edges of trees/bushes rather than on all the planes that make > them up. > This has been discussed here before I think, or was it the DirectX > mailing list? Hmmm... > > Probably you are doing this already, but just thought I'd check. > > Graeme > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Parasoft > Error proof Web apps, automate testing & more. > Download & eval WebKing and get a free book. > www.parasoft.com/bulletproofapps1 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |