Steve Baker (sbaker++at++link.com)
Tue, 15 Sep 1998 08:46:34 -0500 (CDT)
> Is there a possibility to render multiple transparent textures behind
> each other without multisampling. Our application works fine on the
> Onyx2 IR using MS_ALPHA textures but I don't get a sufficent result on
> the Octane MXE, which doesn't support multisampling.
You have to sort them by range. (Yuk!)
The only other thing that *might* help you is in the special case where
your polygons are actually of the 'stamp texture' variety where the
transparency is controlled entirely by the texture map and each of the
texels in the map are either fully opaque or fully transparent. In that
(special) case, you can get things to Z buffer acceptably without sorting
by setting the alpharef/alphafunc to render only fully opaque pixels.
That ensures that non-opaque pixels don't affect the Z-buffer at all.
If you do that then you'll still have problems with MIPmapped and/or
bilinear-blended textures since the blending process produces partly
translucent pixels. You can somewhat manage that by building your
own MIPmaps - but it's not going to be perfect.
Z-buffers and translucent surfaces really don't play well together.
Steve Baker (817)619-2657 (Vox/Vox-Mail)
Raytheon Systems Inc. (817)619-4028 (Fax)
Work: SBaker++at++link.com http://www.hti.com
Home: SJBaker1++at++airmail.net http://web2.airmail.net/sjbaker1
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