GL calls mixed with Performer

New Message Reply Date view Thread view Subject view Author view

kelleym++at++ARPA.MIL
Tue, 3 Jan 1995 11:17:52 -0500 (EST)


Howdy,

        I've got a problem mixing GL calls with Performer.
My graphics hardware has 3 REs, and my application has 3
rendering processes. My draw callback is just the draw function
of the rendering loop in the original program. The program
seems to be drawing to the frame buffer incorrectly based on
the values in the zbuffer. All my polygonal objects are drawn
transparent, and I get some "transparency fighting" (I say this
because it looks similiar to z-fighting in that pixels contained in
polygons behind and in front of each other seem to be blending
in random order, thus causing an effect that looks similar to
z-fighting.)

        I can only guess that Performer is doing something weird with
the zbuffer. When I call zwritemask(0x0) before the draw function,
the polygons are no longer drawn transparent, but this disables
writing to the zbuffer so polygons are not drawn in the correct
order. I've tried disabling Transparency, and calling pfBasicState()
and blendfunction(BF_ONE, BF_ZERO) before the draw function. I've
also tried used a different program's draw function and I've noticed
the same effect.

        Has anyone had this same problem? Has anyone solved it,
or does anyone have any suggestions that I can try that may fix
this problem?

                                                Thanks!

____________________________________________________________________
Michael Kelley
Systems Programmer
Information Sciences Institute
kelleym++at++arpa.mil
(703) 243-9422
____________________________________________________________________


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:48 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.