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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