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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
