Hi Gerrit,

On Fri, 2003-10-24 at 23:29, Gerrit Voss wrote:
> Hi,
> 
> unfortunately it is a feature. Texture alphas are not taken into
> account while querying the transparency state of a material.
> 
> We did it at one point in time but is was disabled, IIRC Dirk
> did it and I forgot the reason ;-) so he might jump in to refresh
> our memories ;-)).

I'd be delighted to be your external memory. ;)

the main reason I removed that automatism was because a texture that has
alpha is not necessarily transparent. Especially if you take shaders
into account, RGBA in the texture doesn't really mean anything any more.

But that's ok, because the whole reason for sorting this stuff in the
first place is not that it's transparent, but that it reads the frame
buffer. You need to sort if and only if the frame buffer contents are
read, and that's defined by the BlendChunk, which is tested.

So essentially it's the task of the loader to check if the texture is
transparent (which in VRML is equivalent to having alpha, AFAIK), and
adding a BlendChunk. Right now it's a little recursive, as the VRML
loader checks the Material for being transparent before adding a
BlendChunk. ;) I took a quick look but couldn't immediately see where to
add that check. Gerrit, could you try that? 

Thanks

        Dirk




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