Zach

I didn't have the obvious transparency that you have but did have some edge problems. I processed my images with PaintShopPro down to palette colour and then set appropriate palette colour to transparent (so alpha would be 0 or 1). I then found setting the transparent backgound colour to a suitable shade of green removed (or at least hid) all of the edge artifacts.

Alan Harris

Zach Deedler wrote:
Hi Robert,
Just modifying the texture to have 0 or 1 alpha values didn't work. Also, I looked at this same tree using VTree (a graphics API), and it doesn't have the same problem. This is weird because Multigen Creator _does_ show the problem. So, somehow VTree is doing what we want to do, without being given any extra information. I know it doesn't just reject alpha values between 0 and 1 because we have other objects that have alpha values between 0 and 1 show up just fine (vehicles). VTree: I can try changing AlphaFunc, but how can I detect that I want to do this for only my trees, as VTree does? Anybody know? Thanks.


Zach

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, February 28, 2007 04:21
To: osg users
Subject: Re: [osg-users] Alpha priority

Hi Zach,


I have to second Joakim's analysis, that its the alpha value in between 0 and 1.0 that will be causing problems in this case. Normally depth sorting of transparent objects can sort the blending out, but with X trees like this its not possible with out breaking them up into lots of separate geometry, something which would be real bad for performance.

A couple of tricks you could deploy are:


  1) Use a AlphaFunc setting that rejects all alpha values below 1.0.

This would stop alpha blending, but fix the problem of seeing through the tree.

2) Fix the above by drawing the trees twice, once with AlphaFunc as in 1.0 and drop these first pass trees into the opaque bin, then a second pass that let AlphaFunc reject only alpha equal to 0 and enable blending, and place in the transparent bin.

This is more expensive, but does at least introduce blending back in.


3) A variation of 2, is to do two pass but place both in successive opaque bins, the
      second pass with blending on should be after the main opaque bin.

This could be slightly cheaper than 2 as it'll avoid transparent bin sorting and
      minimize the state changes.  You could also batch the trees.
Quality might be
slightly down on 2) in certain viewing positions, but it'll be a lot better than what
      you have right now.

Robert.
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