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disable z-buffering

Wiebe
2015-07-21
2015-10-01
  • Wiebe

    Wiebe - 2015-07-21

    Hi,

    I'm trying to render a 3D array of voxels. To do this, I create a mesh of slices with transparent textures. To prevent looking through the slices, I add slices in three directions. Or actually 6 directions, because the front and back need to be rendered in different Z-Order. This works resonably well, but not as good as in OpenGL.

    The problem the polygons are fighting each other, depending on the angle the depth of each pixel determines which texture is rendered. In OpenGL I can disable depth testing (or clear the depth buffer between passes). So textures are simply added to the screen, even if they are behind everything that's drawn. That is exactly what's needed.

    Is there any way to get this working in U3D? It seems the options for useful transparency are limitted.

    Thanks,

    Wiebe.

     
  • Michail Vidiassov

    http://www2.iaas.msu.ru/tmp/u3d/cloudq.pdf
    It has 3D JavaScript (modified s2plot.js) which selects among the 3 sets of parallel rectangles the one that "faces" the viewer most and sets 2 other sets to invisible.
    It looks similar to what you desire.

     

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