On 17.11.2005 12:23, Martin Henne wrote:
> Hi all,
> 
> we ran into problems using alpha textures within blender.
> The problem is described with some screenshots at
> the website below.
> 
> It happens with blend2cs and with blender2crystal:
> 
> http://www.martinhenne.de/alphabug/
> 
> The blend-files are also available. What could I do to
> help improving the converter here? Any more specific
> bug reports or something?

What happens there is that the transparent fragments write to the Z
buffer as well; hence, you get transparent "occluders".

Back to front sorting meshes (caused by specifying the "alpha" priority)
can help; however, if objects* overlap, it can still occur that some
transparent part occludes geometry. Also, sorting is done based upon the
object center, which needs to be taken into account as well.

I hope that cleared up the problem a bit :) A converter can't do much
here; it's a matter of creating proper artwork.

(*) Emphasis on objects; geometry _in_ an object gets not sorted, it's
more or less luck whether transparent geometry behind another in an
object gets rendered correctly.

Ways around include:
- Split objects with alpha in such a way that they not overlap.
- Don't use a Z mode that writes to the depth buffer; e.g. Ztest instead
of Zuse (the results may be slightly wrong, but with e.g. your tree,
chances are good noone notices).
- Use binary alpha. The result is essentially that fragments with an
alpha < 0.5 are not rendered and not written to the Z buffer. However,
the other fragments will be renderer fully transparent. Binary alpha
makes life easy, but also produces "hard" edges.

-f.r.

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