All,

> >more details are probably required with your description ...
> >
> >what is this "Z-buffer bug on transparent surfaces" that you 
> are referring to?
> 
> 
> I'm pretty sure it means in a 3D sprite. It's a seriously limiting 
> aspect of the current SW3D.

FYI: this is not a bug, it's expected functionality due to the z-sorting algorithms 
being used. No, it is not necessarily optimal and does need changing, but this is more 
of a feature request than a bug report: please change your z-sorting algorithms so 
that semi-transparent surfaces don't render incorrectly. This is an issue that we are 
well aware of and have been for quite a while.

Example:
Make two sphere models that are both semi-transparent, make one of them large (radius 
= 50) and the other small (radius = 10), then put the smaller one entirely inside the 
larger one but with its position closer to the camera. The smaller sphere, despite 
being completely contained within the larger sphere will sometimes render polys 
_in_front_ of the larger sphere 'cause we sort on a model level and not a face/poly 
level.

Cheers,
Tom
[To remove yourself from this list, or to change to digest mode, go to 
http://www.penworks.com/lingo-l.cgi  To post messages to the list, email 
[EMAIL PROTECTED]  (Problems, email [EMAIL PROTECTED]). Lingo-L is for 
learning and helping with programming Lingo.  Thanks!]

Reply via email to