The setDepthBufferEnable() method maps to the enabling and disabling of the depth test. So, it will disable all writes to the depth buffer. We don't currently expose the depth test function, and this is what you would need to do this. Perhaps you can use the alpha test function to implement this. It's a bit more work, but I think it should be possible.
Doug Twilleager Java 3D Team Sun Microsystems >Subject: [JAVA3D] Zbuffer question >To: [EMAIL PROTECTED] >MIME-version: 1.0 >X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 >X-Priority: 3 >X-MSMail-priority: Normal >Delivered-to: [EMAIL PROTECTED] > >I have a bunch of geometry where I need to make sure it does not check the >z-buffer, but I do want to write to it. It seems that if you > > ra.setDepthBufferEnable(false); > >then making the call > > ra.setDepthBufferWriteEnable(true); > >will have no effect. > >The issue I am having is with overlapping windows (using image plate aligned >geoemtry). I have the windows in an ordered group to force their stacking. >Within each window I have an ordered group to stack the components. If I do >not have the background of the window write to the zbuffer then the >transparent pass (done last) will overwrite the window. But it I am reading >and writing the zbuffer for the windows then I get zbuffer fighting. > >Is this a bug? Or am I doing something wrong? > >David Yazel > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
