Re: High IMPACT and Transparency

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Greg Edwards, SGI UK. (gedwards++at++cordoba.reading.sgi.com)
Mon, 11 Mar 1996 23:52:37 +0000


Sounds like classic Z buffer discard of more distant polygons. Z buffer knows
nothing about transparency.
But Performer should be sorting transparent polys to end of draw list
and adjusting Z write/test to cope.
Try other CULL options, ie. various sorts etc.
Shouldn't be related to Impact 4 bit textures. Unless you have test set to eg.
alpha < 0.01 and of course 4 bits doesn't give that res.

Rgds,

Greg E.

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Greg Edwards, Graphics Support/Consulting Group, Silicon Graphics UK Ltd.
Forum 1, Theale, Reading, UK, RG7 4RA.
tel +44 1734 257500, direct +44 1734 257740, fax +44 1734 257553
gedwards++at++reading.sgi.com, US vmail 59130, UK vmail 7740#, mailstop IUK-311

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