Wow, I've been fighting depth-sorted transparencies and hadn't thought
about this method. I do have some objects that are partially
transparent, but the vast majority are just masks.
I am now setting my rendering attributes to display if GREATER than 0.5,
but the masking doesn't seem to be working. I can see the texture, but
the mask is still white (or red in some cases).
Are there other attributes I need to set? Hopefully I shouldn't have to
enable "blended" mode in transparency attributes because that will
defeat the whole range-ordering thing.
-Lee
> -----Original Message-----
> From: David [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, April 26, 2001 6:17 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Bill board transparency, alpha test based...
>
>
> Try using the alpha test function in RenderingAttributes instead of
> transparency attributes.
>
> Dave Yazel
>
> ----- Original Message -----
> From: Leyland Needham <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, April 26, 2001 2:05 AM
> Subject: [JAVA3D] Bill board transparency, alpha test based...
>
>
> Im not sure what to call it, but I want to do a bit mask kind of
> transparency
> for texture mapped billboard type objects. In OpenGL this is
> done by alpha
> testing, and if the alpha value is below 0.5 its transparent
> and if its
> greater or equal to 0.5 then its opaque. Also another
> characteristic of this
> sort of transparency is that there is no sorting needed
> because there is no
> partial transparency. So does Java3D support this, and if it
> does, how would
> I go about getting content in Java3D to support this? I use
> 3d Studio Max
> and
> I would like to export in some format that would support this
> (like vrml or
> some other). Any suggestions?
>
> Thanks,
> Leyland Needham
>
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