Non-Multisample Transparency

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Martin Suter (suter++at++geo.unizh.ch)
Tue, 4 Feb 1997 15:17:45 +0100 (MET)


According to Angus Dorbie:

> You need a multi-sample buffer and the only SGI machines which support this are
> Reality Engine (1&2) and Infinite Reality.
>
> Cheers,
> Angus.
>
> On Feb 3, 1:08pm, Martin Suter wrote:
> > Subject: Re: Non-MultiSample...Q: Transparency
>
> > 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.
> >

Hmm... How can we sort the transparent geometries back to front to get
proper results without affecting the frame rate too much?

Regards,

M.

-- 
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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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