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From: James W. W. <os...@jw...> - 2004-04-05 04:53:10
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On Mar 28, 2004, at 1:11 AM, Frank C wrote: > It could be that the specular highlights you see in old builds may be > an errant state left over from some solid geometry, rather than > specular settings specific to the transparent geometry. I think you're right. Apparently Quesa doesn't really have any provision for specular highlights on transparent material. I found a hint about how to do it: <http://www.opengl.org/resources/faq/technical/ transparency.htm#blen0030> I now have some code that renders shiny transparent stuff fairly nicely, but I wonder whether it should be an option, since there is a cost. In a quick test in Geom Test, the frame rate went from about 355 FPS down to 325 FPS when I added the extra shininess processing. I could make it a renderer option, like the depth of the depth buffer. Opinions, anyone? -- <http://www.jwwalker.com/> |