Zach Deedler wrote:

That looks better, but it still doesn't look as good as VTree. Is there any way to change blending so that the polygon behind is still rendered so that you don't see right through the whole tree? It seems like the back polygon is being rendered, and then the front polygon is not blending, but just overwriting the alpha value.

It's actually the other way around: the front polygon is drawn first and the semi-transparent pixels are setting the Z-buffer depth. When the polygon in the back is drawn it won't fill those pixels because the z value would be farther away.

I'm not at all even remotely familiar with VTree but it is possibly sorting at the primitive level at a performance cost. I guess the bottom line is that if you have semi-transparent pixels then rendering order is crucial unless you render twice... once eliminating the semi-transparent pixels and once again drawing them. You'll only get artifacts for overlapping semi-transparent pixels but they won't be as noticable since it will still be "tree" instead of "background".

-Paul
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