Re: [info-performer] pfShader wont cope with transparency

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From: Yair Kurzion (yair++at++polygon.engr.sgi.com)
Date: 03/12/2003 18:56:11


Hello Florian !

You found a bug. Performer should always draw transparent geometry after
all opaque geometry.

You can work around this bug in one of two ways:

o Change the default bin sort order using pfChannel::setBinOrder
o Write your own pfChannel DRAW callback. In it, call pfDrawBin on bins in the
  correct order.

-yair

>
> hi pfCoders,
>
> i have used pfShader to do some multipass rendering on objects.
>
> however, when i use transparent objects in the same scene, the transparency
> is not correctly displayed when intersecting with the shaded object
> (transparent regions have sky color).
>
> so it seems to me that shader passes are generally drawn after all drawBins,
> because changing either drawBins of the shaded or unshaded geosets didnt take
> any effect.
>
> is my suspect correct? and is there a way that shaders cope with
> transparencies?
>
> please help,
> floh
>
> ------------------------------------------------------------
> Dipl.-Ing. Florian Berger
> Email: florian.berger++at++aec.at
> Homepage: http://www.geocities.com/harpin_floh
>
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-- 
\_________  \_____  \__    \__  \_____        
\_________  \_____   \__   \__  \_____         Yair Kurzion
       \__     \__   \____\__      \__         yair++at++sgi.com
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