<div dir="auto">Hello, Mr. Howard, <div dir="auto">Sorry, I was ill from yesterday afternoon. I should haven't told you before but internet wasn't very good its monsoon season(heàvy rain) in India. </div><div dir="auto"><br></div><div dir="auto">Meanwhile, yesterday I changed the ply importer to take alpha into account. I have pushed the code. I thing the same problem comes with the fbx importer. I will check it. I will give reply to your mail as soon as possible.</div><div dir="auto"><br></div><div dir="auto">Sorry, I should have told you yesterday itself.</div><div dir="auto"><br></div><div dir="auto">Thank you.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On 19-Jul-2017 6:40 PM, "Howard Trickey" <<a href="mailto:howard.trickey@gmail.com">howard.trickey@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Darshan,<div><br></div><div>What are you working on now?</div><div><br></div><div>I looked a little more at the issue of alpha display after subdividing. I am pretty sure now that the alphas are set properly -- if you remove all but, say, the front (subdivided) face, the display looks OK. I tried changing the glBlendfunc call to:</div><div><div><span style="white-space:pre-wrap">                </span>glBlendFuncSeparate(GL_SRC_<wbr>ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);</div></div><div>which seems more correct, but it didn't make any difference.</div><div><br></div><div>Maybe someone reading this with more experience with OpenGL and alpha-blending has an idea? I wonder if somehow we have to turn on drawing the elements in proper z-sorted order?</div><div><br></div></div><br><div class="gmail_quote"><div dir="ltr">On Tue, Jul 18, 2017 at 9:48 AM Howard Trickey <<a href="mailto:howard.trickey@gmail.com" target="_blank">howard.trickey@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Darshan,<div><br></div><div>I made a little python function to dump the vertex (loop) colors on the console. You may find this useful. If you put this in, say, the release/scripts/startup folder then you can use the <Space>-menu to search for 'Dump Vertex Colors'. To see which faces and vertices correspond to which dumped colors, you can start blender with --debug and then enable the 'indices' visualization box in the right-hand panel of view3d (when in Edit mode) to see the indices of the currently selected elements.</div><div><br></div><div>I think there may be a problem with the ply exporter, discovered by using this. I made a simple plane quad and put different colors and alphas on each, and then the ply exporter seemed to have an off-by-one error in lining up colors with vertices. But I looked briefly at the code and didn't see what was wrong.</div><div><br></div><div>I also checked the interpolation of alpha's when subdividing and agree with you that it seems to be doing approximately the right thing, so the problem is somehow in the visualization code.</div></div></blockquote></div>
<br>______________________________<wbr>_________________<br>
Soc-2017-dev mailing list<br>
<a href="mailto:Soc-2017-dev@blender.org">Soc-2017-dev@blender.org</a><br>
<a href="https://lists.blender.org/mailman/listinfo/soc-2017-dev" rel="noreferrer" target="_blank">https://lists.blender.org/<wbr>mailman/listinfo/soc-2017-dev</a><br>
<br></blockquote></div></div>