Hi All, there was a similar question recently regarding this problem,
but my situation is slightly different...
I have an iterator patch with a bunch of sprites moving around in 3D.
The sprites have punch-through alpha (1bit) and as always I am having
sorting issues.
Enabling the depth buffer causes transparent areas of the sprite in
front to block the sprites in the back (which is wrong), and disabling
the depth buffer causes the sprites in the back to be drawn on top of
the sprites in the front if they are drawn later (also wrong). Z
sorting the sprites seems a bit complex as they are moving all over
the place in 3D.
The behaviour I would like (and used to use years ago on PC using
directx) is that information would only get written to the depth
buffer if the source alpha was non-zero. So there's no need to Z sort
thousands of polys which had 1bit alphas. Is there any way to enable
or do this in QC? or any suggestions how to get round my problem?
P.S. The sprites have a gif texture, which is why they are 1bit. But I
will change this png24 and anti-alias the edges so it will be an 8bit
alpha channel. But sorting on the anti-aliased edges is not critical
and I would still like to use the above solution if possible.
cheers,
Memo.
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