Re: [Algorithms] Entire object translucency fading
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From: Richard M. <mi...@tr...> - 2005-11-24 00:05:58
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Leave ZWRITE on, and just render them twice, except turn color-writes off= =20 for the first pass :-) Or alternatively, render them solid and then blend a copy of the backbuff= er=20 on afterwards to achieve transparency. --=20 ()() Richard Mitton ( '.') (")_(") code jester .:. treyarch .:. mi...@tr... ----- Original Message -----=20 From: "Mark Wayland" <Mwa...@to...> To: <gda...@li...> Sent: Wednesday, November 23, 2005 3:56 pm Subject: [Algorithms] Entire object translucency fading > Hey all, > > I was wondering if there were any neat tricks to rendering translucent > (fading) objects (as a whole) correctly? > > The problem I have at the moment is that when I'm fading an object out, > the render states go from > ZTEST/ZWRITE to ZTEST only, causing the polygons of the object to > incorrectly self-sort resulting > in a nasty pop (obviously same problem when fading in). > The objects themselves are sorted from back to front for per-object > correct blending, but I can't > afford to do that per-polygon. > > Any ideas? > > Thanks and regards, > Mark > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through log=20 > files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! > http://ads.osdn.com/?ad_idv37&alloc_id=16865&op=CCk > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88=20 |