[Bf-committers] Alpha faces: Kester?

Kester Maddock bf-committers@blender.org
Thu, 22 Jul 2004 12:34:48 +1200


Hi Alexander,

This is only for the game engine, and is only activated when "ZTransp" is 
enabled in the materials.  Also, if the polygons intersect, they won't be 
sorted correctly (this is impossible without splitting the polygons.)

Also, all transparent objects are depth sorted at the object level.  It is 
sorted by the object's centre point, which can be tweaked to get the correct 
sort order.  Overlapping objects won't sort correctly in all cases (this is 
impossible without splitting the objects).

Kester



On Thursday 22 July 2004 02:00, Alexander Ewering wrote:
> Hi Kester,
>
> I'm not sure, but I seem to remember that you did some kind of alpha-
> sorting fix in the past, which should make it possible to have several
> Plane objects with alpha-mapped textures on them, and these getting
> sorted/displayed correctly when one is behind the other?
>
> I did some tests and it still doesn't work. The alpha part of a plane
> in front of another plane is rendered with the 3d view background.
> It is only rendered correctly if it's the active object (due to the
> different sorting order in that case).
>
> Can you say anything about this? I'm not sure if you had tackled
> this issue in the past or not.
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
>
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