I wrote:
 
> We can also begin to think about a multi pass method that would :
> 1. draw the clouds above the viewer without depth update,
> 2. draw the scene,
> 3 .redraw the clouds above with depth test

Thinking more about it, for the record if someone wants to toy with this :
0. clear the stencil buffer
1. draw the clouds above the viewer without depth update,
2. draw the scene with stencil buffer write enabled ( terrain and objects 
   overwrite all clouds, even those that are between the viewer and the terrain )
3 .redraw the clouds above with depth test and stencil test to only
   update terrain that can be obscured by clouds - this should clear the transparency 
  'drawn twice' problem

> With an impact on framerate due to double writing and problem like 
> the one Melchior is experiencing with overlapping semi transparent 
> objects. Haven't thought about it much of that.

Obviously, this should be optional to accomodate less capable hardware

-Fred


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