I know someone explained before why transparencies are all screwed up, but I
am still confused. The problem being with multiple objects with
transparencies. I am using the alpha blended images for much of my scenary
since the cost of rendering foliage in polygons it way too high. The
problem is that you just get these wacky "floating" images resulting from
the transparent objects being drawn in the wrong order.
So someone said to use ordered groups. Well I could keep track of every
tree that is "visible" and sort them in an ordered group everytime the view
moves, based on distance from the view to the object.... but, heck, why isnt
the engine doing this? Under what circumstances would you NOT want to
render in this fasion? In what way does this differ significantly from the
basic problem of drawing non-transparent geometry? In fact I am confused as
to why there even needs to be a seperate pass for the transparent object,
arn't the objects rendered from clip to front, in order? Is this just a
weakness in zbuffering?
Anyway...I sure hope you can re-order an ordered group without attaching and
detaching if I have to do this myself.
Dave Yazel
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