From: Terry Welsh (mogumbo++at++totalmail.com)
Date: 03/28/2002 08:13:54
Andreas,
I believe Performer defaults to PFTR_FAST, which on IR is its lowest quality "screen door" transparency. (Maybe someone who knows better can tell me if I'm totally wrong on that.) It gets around that invisible tree edge problem you're having.
It makes it so you don't have to sort back to front and it works great for trees. However, it doesn't hold up so well if you're doing fancier alpha channels that aren't just 0 or 255 (on or off). In that case you'll start to see color banding, as if you were using something much worse than 24-bit color.
Terry
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
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