Translucency - depth buffer problem
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sjbaker
when there are many translucent object moving around,
sometimes there is a depth buffer problem: a
translucent object hides another one.
this can be solved disabling writing on the depth
buffer before render the translucent display list in
ssgCullAndDraw, using glDepthMask.
i tried out a fix, proposed in attached patch. it seems
to work.
Maybe it is not correct doing that thing in that place?
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Unfortunately the attached file did not come through.