Orad Hi-Tec Systems (orad_u++at++netvision.net.il)
Mon, 03 Feb 1997 09:14:13 +0200
If we are willing to go to depth-sorted rendering, why is it necessary
to do a wireline pass? The old "framebuffer alpha saturation blending"
can be used. This is assuming the hw supports GL_POLYGON_SMOOTH mode,
and alpha bitplanes in the framebuffer. I think both are true for the
impact?
>From man glBlendFunc:
Polygon antialiasing is optimized using blend function
(GL_SRC_ALPHA_SATURATE, GL_ONE) with polygons sorted from nearest
to
farthest. (See the glEnable, glDisable reference page and the
GL_POLYGON_SMOOTH argument for information on polygon
antialiasing.)
Destination alpha bitplanes, which must be present for this blend
function to operate correctly, store the accumulated coverage.
Moshe Nissim
Orad Hi-Tec Systems
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