From: Luc Renambot (renambot++at++cs.vu.nl)
Date: 03/27/2002 11:00:03
It must be the mutisampling of the IR that produce much better
result for the alpha-test, wich is to crude if you take
only one sample. Try to enable anti-aliasing on the Geforce,
it gets a bit better with it on. Perhaps a SGI guru will give
you more details....
Luc.
> -----Original Message-----
> From: Andreas Ekstrand [mailto:Andreas.Ekstrand++at++saab.se]
> Sent: Wednesday, March 27, 2002 17:12
> To: info-performer
> Subject: Alpha texture problem
>
>
> 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
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