Re: Transparent Sorting Bug(?) in Performer

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 04/20/2000 13:20:27


Since you need to compute this per channel anyway, you could try using
traversal masks to select which geometry belongs to which channel.

Cheers,ANgus.

MLM Veraart wrote:
>
> Angus Dorbie wrote:
> >
> > MLM Veraart wrote:
> > >
> > > Angus Dorbie wrote:
> > > >
> > >
> > > > Can you represent your dynamic data as a geoset instead of a draw
> > > > callback to OpenGL?
> > >
> > > I can but then I have to make a version for every channel in the application.
> > > And the number of channels is not known, because my code is a library that
> > > other people use to make their application.
> >
> > Why is this?
>
> The transparency of geometry parts depends on the distance of the eyepoint to
> the geometry. In the draw callback this is calculated and applied to the polygons.
>
> > Is it a billboard or what?
> > Cheers,ANgus.
>
> Yes, it is a billboard.
>
> A second type of transparent object in the scene is also custom rendered in
> a draw callback because it contains coplanar geometry. For witch I haven't found
> a way to implement with pfLayer, because I need a complete transparent base layer.
> And these should be sorted back to front together with the other transparent objects.
>
> Mario

-- 
For Performer+OpenGL tutorials http://www.dorbie.com/

"In the middle of difficulty lies opportunity." --Albert Einstein


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