From: Alex Hill (spacecatx++at++hotmail.com)
Date: 05/15/2001 09:39:39
Dear colleagues;
I wish to morph between two geometries; each with a different texture.
The vertex morphing is straight forward, but I am NOT using a pfFlux, yet.
I am drawing the first geometry normally, and then blending the second
geometry texture using setMode(PFSTATE_TRANSPARENCY,PF_ON).
This appears to give the right result, yet at times the geometry rendered
first "pops" out in front of the second pass render and subsequently is not
blended. The best explaination I have gotten is that when rendering
geometry a second time "performer must decide if a point is in front or
behind". The advise I've been given is to make the second render slightly
larger than the first to make sure that it does not end up behind the first.
This makes no sense to me. Certainly I should be able to render the
second pass into the same depth in the Z-buffer and blend it with the first.
Am I wrong? Will all of this resolved if I move to using fluxed memory?
Why?
Thank you in advance,
Alex Hill
ahill.evl.uic.edu
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