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Re: Z-Buffers, Textures, DirectX8 and transparenci Adam Hoult (0 replies, 0 views) (2001-Jan-1)
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Jack, Are you sorting your translucent polys in a Back to Front order before rendering them ?? You see this is how the rendering pipeline works.... If you render a translucent poly which is right next to the camera, it will be blended with what is currently in the frame buffer (which lets just say for example is a red background)... Now render a translucent polygon which is behind the first poly. The rasterizer will blend the poly which is further away, with what is already on the frame buffer (which is now the poly in front)... This is clearly incorrect, and messes everything up. With the Z-Buffer enabled, the poly behind will not get rendered at all because you have already rendered the poly which is closest to the camera. This is why you must always have a sorted set of stranslucent polys when using a Z-Buffer. This is one advantage a BSP tree gives us, because it will ALWAYS render with a perfectly sorted set of polygons (back to front, or front to back orders) You can use a simple painters algo to sort the translucent polys based on their distance from the viewpoint before rendering, although there are several cases where this is not suitable. For your point sprite case, this painters algo should work with no problems. I am assuming that this is the problem you are having. This is why the Z-Buffer is either not used, or disabled prior to rendering TL Vertex particles in many samples etc (then re-enabled afterwards) Hope this helps some m8 =) -- Adam Hoult Lead Programmer Atypical Interactive http://www.atypical-interactive.com


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