> > >> i'm not sure what you want to achieve. would you like a blurred texture > without transparency on the final cube? it probably can be done with a > shader overwriting the alpha values, or using another pixel-renderer without > blur, or using a combination of (blend-mode) with a transparent plane > without the blur pass. > > Check. Then that covers the blur. Actually, what I thought about here was that it could be nice to "poke holes" in solid planes using the pixel renderer and getting the silhouette of a model as the "hole". I think I can do that too already, with a transparent clear colour, a plane to cover it, then a object before that plane that has it's origin behind it. That would make the transparency go "wrong" which would be exactly what I'd like.
Actually, what I'm after here is a technique to put the AR tags on a solid (non digital) object, then have those masked by something that appears to a hollow space inside the object, but then I ran into all of these questions. > > Again. This part keeps confusing me. >> > when an object is rendered, the distance from the camera is stored in the > depth buffer for every pixel of the object. this depth buffer is a 2d array, > with elements for each screen pixel. if you have for example a cube there > will be pixels which would be rendered to the same pixel coordinate, pixels > of back and front faces for example. the graphics card compares the two > depths and chooses the closer one. this does not work with transparent > objects. since you need to display every pixel regardless of their depth > values. if you use (hint-ignore-depth) that's what's happening. i hope it's > clearer now. > > Yes. I meant I understand most of it, it just keeps tricking me when I actually run into it. Here it surprised me because I was quite surprised by the blur causing transparency. Thanks, Kas. > best, > gabor >
