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Dan Lyke schrieb:
> Christian Mayer writes:
> 
>>Really? I can't think of a reason why modern OpenGL accellerators take
>>longer to display transparnet textures than solid ones (except of a
>>harmless hardware optimized blending function).
> 
> 
> ? Transparency require a frame buffer read, a multiply, and a frame
> buffer write. Opacity requires a frame buffer write. I've only done
> software renderers, but I know a little bit about some of the issues
> involved and there's quite a bit of cache contention that happens when
> you start doing read/modify/write cycles, beyond the fact that you
> have to do the read in the first place.

You allways need a z-buffer read. Then modern cards are doing an early
z-buffer test. So the performance hit only happens on those pixels where
the fence will end up. As the GPUs have internal caches it's reasonable
to belive that the cache strategy can take z-buffer reads into account
and keep the color data for the pixels where a recent z-buffer read has
happened.

As modern programms (esp. the ego shooter gamens used for benchmarks)
use(d) multipass rendering and lots of effects with transparent textures
it is reasonable to assume that the harware and drivers are optimized
for it.

In the end only the real measured nubers count. So this debate is very
academic and not really relevant.

> I don't know whether FlightGear is doing any of this stuff but back on
> the main processor transparency also means that there's a whole level
> of occlusion culling that can't occur.

PLIB sorts the scenegraph to draw transparent objects last.

CU,
Chris


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