Re: Non-MultiSample...Q: Transparency

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Martin Suter (suter++at++geo.unizh.ch)
Mon, 3 Feb 1997 13:08:29 +0100 (MET)


According to Angus Dorbie:
>
> I was just talking about sorting transparent objects in the scene, against
> opaque and perhaps against eachother.
>
> There's a _vast_ difference between this type of sort and the kind of
> polygon level sort required by the front to back rendering on the alpha
> saturate full scene antialiasing you describe. There are also implications
> for meshing the scene.

Performers,

Let me ask a more general question about transparency here.
Suppose you have many objects with partially transparent
textures applied (e.g. a forest made up by many billboards).
On a RealityEngine2 graphics system there is no need to
render the transparent geometry back to front to get proper
results, as long as you use the transparency type PFTR_MS_ALPHA.

This is different for other graphics subsystems. What types of
SGI graphics subsystems support the benefit of not requiring
sorting of transparent geometry? High IMPACT, Maximum IMPACT,
and OCTANE/MXI are of particular interest to me.

Regards,

Martin

-- 
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Martin Suter                     Remote Sensing Laboratories
Research Associate               University of Zurich
Email:suter++at++geo.unizh.ch         Winterthurerstrasse 190
Phone:+41 - 1 / 257 51 63        CH-8057 Zurich; Switzerland
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