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Re: OpenGL Transparency
Dennis Payne wrote:
>
> It is worse from a distance but it doesn't seem to get worse edge-on.
> Your description was very helpful. It didn't sound like what I
> was observing since the area was large enough that the blending shouldn't
> occur over the whole area.
>
> I played around some more and noticed that a partially destroyed door
> (lower half transparent) didn't seem to suffer from the problem.
> It appears that the problem occurs when transparency is drawn over
> the sky. That seems to just a solid color quad in the background.
OK - then my second theory becomes plausible.
How are you dealing with the special Z-buffering needs of
translucent polygons?
If your answer is a puzzled "Eh?" then this is very likely to
be a problem that could fit your symptoms...well...kinda.
Read my FAQ on the subject:
http://web2.airmail.net/sjbaker1/alpha_sorting.html
--
Steve Baker HomeEmail: <sjbaker1@airmail.net>
WorkEmail: <sjbaker@link.com>
HomePage : http://web2.airmail.net/sjbaker1
Projects : http://plib.sourceforge.net
http://tuxaqfh.sourceforge.net
http://tuxkart.sourceforge.net
http://prettypoly.sourceforge.net
http://freeglut.sourceforge.net
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