From: Archer Chen (archerc++at++hitrontech.com)
Date: 09/27/2002 03:46:47
Thanks for your answer for me.
I disable the Z-test by glDisable(GL_DEPTH_TEST) at DRAW process,
I can get the correct response about the "Smoke effect".
But that will make the other scene lose the Z-test.
Can I disable Z-test for the "Smoke Geo" only?
Or I made the other wrong to it??
Regards,
Archer Chen
----- Original Message -----
From: "MLM Veraart" <veraart++at++fel.tno.nl>
To: "³¯®a¥Í (Archer Chen)" <archerc++at++hitrontech.com>
Cc: "Performer List" <info-performer++at++sgi.com>
Sent: Thursday, September 26, 2002 6:36 PM
Subject: Re: [info-performer] a question about transparency
> You have a Z-buffer problem. Your polygons are co-planar and some of them
get
> lost in the Z-test.
> If you draw your special effect in the transparent buffer you just disable
the Z-test
> with a draw callback.
> Otherwise use the pfLayer technique (stencil planes) to cope with the
coplanar geometry.
> Use a base layer that does no update to the color-buffer and is as large
to contain all the
> animated geometry.
>
> Mario Veraart
>
> P.S. Please adjust your email tool so you send only plain text to the
mailing list.
> A reply was not possible without copying from the original message.
>
> ----------------------------------------------
> Archer Chen Wrote:
>
> Hi all,
>
> I find that I can't read the attach file, so I post it again , sorry.
>
> I had a problem about transparency , and have no idea to solve it .
> Please someone can give me some suggestion.
>
> My problem is that I can't show the Second transparent texture where after
the other transparent texture.
> Because , the first transparent texture will make the Second texture to
transparent on the overlape region.
> How can I make the first transparent texture near camera unable to affect
the Second texture's transparent effects.
> Please give me a solution to handle it .
> Thanks.
>
>
> pfGStateMode(shared->rain.gstate, PFSTATE_TRANSPARENCY,
PFTR_BLEND_ALPHA);
> pfGStateMode(shared->rain.gstate, PFSTATE_ALPHAFUNC, PFAF_ALWAYS);
> pfGStateMode(shared->rain.gstate, PFSTATE_ENFOG, 0);
> pfGStateMode(shared->rain.gstate, PFSTATE_ENLIGHTING, PF_OFF);
> pfGStateMode(shared->rain.gstate, PFSTATE_ENLPOINTSTATE, 1);
>
> pfGSetAttr(shared->rain.gset, PFGS_COLOR4, PFGS_PER_VERTEX,
shared->rain.colors, NULL);
> pfSetVec4(shared->rain.colors[i], 0.6, 0.6, 0.5, 0.3);
>
>
>
> Regards
> archer chen
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