-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Curtis Olson wrote: | On Jan 27, 2008 8:00 AM, Maik Justus wrote: | | Yes, that did it. There is a problem with the draw ordering leading to a | transparency bug. It seems, that the trees are done by only two | triangles, intersecting each other. Due to the intersecting none of the | two possible orderings are correct. At least one of the two triangles | need to be separated into two triangle (along th intersection line). | | | I suspect that depth sorting a million trees might be prohibitive from a | performance standpoint. We may have to live with the issue, or switch | to billboarded trees, or come up with something clever that only sorts | nearby trees? | You've got that right. The approach I'm taking in integrating Stuart's work is to not depth-sort the trees at all. Instead:
crank the alpha test value up draw the trees after the terrain so the sky doesn't appear to poke through the terrain. Ultimately we might want to change the tree texture maps a bit. Tim -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHnNKQeDhWHdXrDRURAupLAJ9b6eIKiXWNxWNCNVSfPSBG7DFuuQCbBbXK YKV62Zril030bDvol48fucw= =q6R7 -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel