From: Florian Berger (florian.berger++at++aec.at)
Date: 03/13/2003 07:36:59
On Thursday 13 March 2003 03:56 am, you wrote:
> 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
well, actually it seemed to me as if the pfShader didnt care about bins at
all.
i tried to assign the bins of the GeoSets by hand, but it didnt change
anything. still the pfShaded objects were drawn last.
> o Write your own pfChannel DRAW callback. In it, call pfDrawBin on bins in
> the correct order.
hmm, yes, this could be a way...
guess ill give it a try.
heavy thanx,
floh
> > 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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> > -----------------------------------------------------------------------
------------------------------------------------------------
Dipl.-Ing. Florian Berger
Email: florian.berger++at++aec.at
Homepage: http://www.geocities.com/harpin_floh
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