Problem rendering smoke plume

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Henrik Lind (hlind++at++bvu-lads.loral.com)
Thu, 16 May 1996 17:02:15 -0700 (PDT)


I am having difficulty rendering a smoke plume, composed of several
semi-transparent textured polygons. The problem appears to be related
to coplanarity based on viewing angle. I realize one can't avoid
coplanarity, but I know it is possible to have a smoke plume look
correct.

At the coplanar condition, there is flashing, presumably between the
coplanar polygons, until one is sufficiently separated from the other.
I have verified that the polygons are correctly sorted for rendering
back-to-front. The Performer transparency tokens I am using are
PFTR_ON, PFTR_HIGH_QUALITY (we have an RE2), and PFTR_NO_OCCLUDE.

What I wanted to do was to try the GL blendfunction() with
arguments BF_SA and BF_MSA, but this is not possible with the
PFTR_HIGH_QUALITY token, which is a must for us.

Do any of you have suggestions? I will appreciate any insights.

Thanks,
Henrik Lind
Lockheed Martin Federal Systems
Bellevue, WA
206-957-3220


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