You want to sort by Z which requires special depth sorting code in the external. The model object uses a display list so you would have to stop using that and move to vertex arrays for decent performance. <br><br><div class="gmail_quote">
On Sat, Apr 5, 2008 at 7:21 AM, marius schebella <<a href="mailto:marius.schebella@gmail.com">marius.schebella@gmail.com</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
but I have the impression that some program manage to solve that<br>
problem. I am not sure how, but if there is a solution, then it should<br>
also be possible to use it in gem.<br>
often I am not sure if people are talking about single objects or<br>
secenes. but afaik it has something to do with a z-buffer, like it would<br>
be possible to render the obj coordinates from the camera viewpoint into<br>
a special alpha channel/buffer and then use that information to define<br>
the renderorder for the texture. but not sure at all, if this is my<br>
fantasy or if that is really how it works. I know that shadows also se<br>
weird buffers and viewpoint manipulations to work.<br>
thanks roman, cyrille for your answers, I am aware of the discussions in<br>
the archive, maybe some more talk brings us further...<br>
<font color="#888888">marius.<br>
</font><div><div></div><div class="Wj3C7c"><br>
cyrille henry wrote:<br>
> hello,<br>
><br>
> for what i know, this is a openGL limitation, with no generic hardware<br>
> solution.<br>
><br>
> cyrille<br>
><br>
> marius schebella a écrit :<br>
>> Hi,<br>
>> I want to apply colors (or textures) with alpha values to obj. models<br>
>> and then turn them around, but I am having problems if I rotate the<br>
>> objects. this actually causes problems with standard geos, too...<br>
>> I searched the archives for that problem but I found no real answer.<br>
>> maybe because there is none?<br>
>> what is necessary to get transparency working from all different<br>
>> viewpoints? I tried to play around with GEMglDepthFunc and other<br>
>> stuff, but not with the correct result. (correct maybe, but not what I<br>
>> wanted.)<br>
>> any help? thanks,<br>
>> marius.<br>
>><br>
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