Hello Björn, On Friday 28 September 2007 17:37, 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.
you can find that option under Edit - Preferences - RenderOptions. In general for OpenGL rendering it is better to avoid this scenario and separate the leaves of the tree, so correct blending can be used. Regards Matthias -- +---------------------+----------------------------+ | VREC GmbH | | | Matthias Stiller | | | Robert-Bosch-Str. 7 | tel: +49 6151 4921034 | | 64293 Darmstadt | web: http://www.vrec.de | | Germany | mail: [EMAIL PROTECTED] | +---------------------+----------------------------+ ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
