Angus Dorbie (dorbie++at++sgi.com)
Wed, 20 Jan 1999 16:50:31 -0800
Youre blending twice but you probably have some z fighting on the edges
travelling in opposite directions so it's a little more complex.
>
> What you suggest is essentially what I ended up doing by hand
> in an example that I worked up. I've got lighting to work
> with materials but texgen is slightly (but noticably) off so
> edges are visible. Straight textures worked well.
Texgen or texture modulation?
This should be very close, on IMPACT when I did this there was no
noticeable edge, perhaps you have a lighting(surface normal) mismatch.
It is unlikely that the problem would be with texture and extremely
unlikely that texgen would be the culprit.
>
> It sounds like it would be best to just tell people that they
> will need a machine with hardware multi-sampling in order to
> smooth generic models.
Absolutely not, nobody said this technique didn't involve some overhead,
both in engineering and scene complexity.
People have been using this since VGXT and customers are happy with the
results when they implement this. I agree that if you wnat an easy life
and/or correctly weighted samples then you need a true aa solution like
a multisample buffer. When I did this using MultiGen is was very
straightforward.
Setting non occluding transparency (masking zwrites) on the wireframe
models is also desirable.
Cheers,Angus.
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/
This archive was generated by hypermail 2.0b2 on Wed Jan 20 1999 - 16:50:53 PST