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From: Frank C <li...@si...> - 2004-06-05 19:17:20
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On 5-Jun-04, at 2:17 PM, Jose' Cruanyes wrote: > I've uploaded the 1.6d18 distribution files on sourceForge > > I've then uploaded the unix SDK files, but since those are built from > the CVS as today, I've called them 1.6d19 > > so, I would go ahead to make a full 1.6d19 distribution for the other > platforms, if you agree... The transparent renderer is very broken in the current CVS source - I'd highly recommend waiting till it's fixed! Problems with the transparent renderer that I've seen so far: 1). the new localToFrustum transforms in ir_geom_transparent_add aren't working right - I'm consistently seeing jumbled geometry (I'll make an example app that shows this if no one else sees it, but all you have to do is draw some transparent geometry that approaches or clips the frustum). 2). No fog. This is almost better than the additive fog on transparent textures in previous releases, but it should be fixed with an additional pass. 3). The lighting state is never taken into consideration, so stale states from the last solid objects are used - null shaders can come out lit and vice-versa (this is an old bug). 4). Facet normals don't appear to be handled properly (i.e. "none" interpolation style) 5). Sorting is less than spectacular - it can't handle a rotating cube properly. Points 2, 3, & 4 above all point to a similar problem; the state simply isn't managed well for transparent triangles. I'd also like to see the colour modulation fix I posted yesterday checked in for the next release, but I'm still in the processes of testing the changes. The only thing I'm concerned about is how and when the light state is updated - looking through the code it appears to happen once per frame, but in practice it updates for every mesh - so I'm missing something here... Frank. |