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
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