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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
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