[Bf-committers] transparent meshes rendered out of order -- bug 153
Jonathan Dubois
bf-committers@blender.org
Wed, 16 Apr 2003 16:11:38 -0400 (EDT)
I have updated the example with non-intersecting planes and the problem is
still present in the game engine. Even if only the center of the plane
is used to determine which plane is drawn first / last I dont understand
why objects which are farther away are getting rendered in front of those
which are closer to the camera.
the offending example is at
http://bec.physics.udel.edu/blender/transparency-test.blend
Regards,
Jonathan DuBois
>Date: 2003-04-14 11:23
>Sender: ton
>Logged In: YES
>user_id=103
>Outside of the game engine, transparant faces are not rendered
>in a specific order. In the engine, transparant faces are sorted
>and drawn using the 'painters algorithm'. This means that no
>z-buffering is used (cannot be used!) between transparant faces.
>The center of a face defines which one is drawn first.
>In your example file the transparant faces interesect. Subdivide
>them to get the correct result.