a lot of feedback in a very short time. The combination does it. Enabling Z write transparency AND doing the alpha test.
Thank you all ....
Bjoern
----- Ursprüngliche Nachricht -----
Von: Dirk Reiners <[EMAIL PROTECTED]>
Datum: Freitag, 28. September 2007, 17:36
Betreff: Re: [Opensg-users] Rendering with transparency, second try
An: [email protected]
>
> Hi All,
>
> Carsten Neumann wrote:
> > Hello Björn,
> >
> > Björn Zehner wrote:
> >> I modelled a tree, using a commercial software. The tree has
> a couple of
> >> thousand leafes that are just polygons with a texture on
> them. All Polygons
> >> belong to the same object. The texture uses transparency. The
> transparency
> >> should be thresholded and so either be 1 or 0. I use the dds
> image format, so
> >> that I can control all different mipmaps. When I load the
> tree into VRED it
> >> looks like leafs, that are further away (sometimes) seem to
> occlude leafs that
> >> are nearer to the eye. I do not understand what is going on.
> For me it looks
> >> like the depth-buffer is tricked??
> >
> > the RenderAction by default does not write into the depth
> buffer when
> > rendering transparent objects, which makes sense when
> rendering semi
> > transparent objects (i.e. ones with 0 < alpha < 1).
> > You can change that by calling raction->setZWriteTrans(true).
> I don't
> > know if VRED has an option for that, sorry.
>
> If you really only have 0/1 transparency you can also use an
> alpha test to avoid
> sorting artefacts. The TexturedSimpleMaterial tries to do that
> automatically in
> later versions, for oter materials you'll have to do it manually
> in the BlendChunk.
>
> No clue how to do that in VRED though.
>
> Hope it helps
>
> Dirk
>
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-------------------------------------------------------------------------
Dr. Bjoern Zehner
UFZ Centre for Environmental Research Leipzig-Halle
Permoserstrasse 15
04318 Leipzig
Germany
http://www.ufz.de/index.php?en=5673
Tel: ++49 (341) 235 3979
Fax: ++49 (341) 235 3939
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