From: DANIEL BASS (BASSD++at++aaicorp.com)
Date: 03/27/2002 10:39:29
** Low Priority **
You need to sort the trees to render back to front. The front tree
alpha blends the edges with the background (lake or grass), but
writes to the depth buffer at the depth of the near tree. Farther
trees can't blend into the edge region because their pixels are
eliminated in the Z-test.
--daniel
>>> Andreas Ekstrand <Andreas.Ekstrand++at++saab.se> 03/27 11:11 AM >>>
Hi,
I have noticed that polygons with alpha textures (e.g. flat trees or
bushes) become somewhat strangely rendered when viewed in front of
each
other. If you're viewing such a polygon in front of another, you can
actually see through the second polygon through the edges between the
alpha and non-alpha texels of the first polygon.
I know, this might sound a bit confusing, but I'm sure this is a
common
problem and has been noticed by many Performers out there. It doesn't
happen on IR/IR2/IR3, but it does with Octane/Octane2 as well as with
Geforce2/Geforce3. I have attached an image that shows the problem
quite
clearly. Could anyone describe why this is happening and if you could
avoid it?
Regards,
Andreas Ekstrand
-- --------------------------------------------------------- FDM-AE Andreas Ekstrand |E-mail: Andreas.Ekstrand++at++saab.se Saab AB |Phone: +46 (0)13 - 18 40 42 SE-581 88 Linkoping |Fax: +46 (0)13 - 18 41 77 SWEDEN | ---------------------------------------------------------
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