from under the ground but I feared this might later interfere with viewing
buildings from up close with a background that might involve sky and clouds.
that's another issue. as far as i know, fluxus depth sorts on object level, which means that the camera distance for each object is calculated then the objects are rendered in order from back to front. although the particles are depth sorted when the particle object is rendered, the whole particle primitive will be rendered at a time specified by its distance from the camera. this can interfere with the rest of the scene. polygon level depth sorting could be a solution, but fluxus does not do that as far as i know. dave will probably correct me if i'm wrong.

gabor

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