[PD] transparency in models

chris clepper cgclepper at gmail.com
Sat Apr 5 17:54:46 CEST 2008


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.

On Sat, Apr 5, 2008 at 7:21 AM, marius schebella <marius.schebella at gmail.com>
wrote:

> but I have the impression that some program manage to solve that
> problem. I am not sure how, but if there is a solution, then it should
> also be possible to use it in gem.
> often I am not sure if people are talking about single objects or
> secenes. but afaik it has something to do with a z-buffer, like it would
> be possible to render the obj coordinates from the camera viewpoint into
> a special alpha channel/buffer and then use that information to define
> the renderorder for the texture. but not sure at all, if this is my
> fantasy or if that is really how it works. I know that shadows also se
> weird buffers and viewpoint manipulations to work.
> thanks roman, cyrille for your answers, I am aware of the discussions in
> the archive, maybe some more talk brings us further...
> marius.
>
> cyrille henry wrote:
> > hello,
> >
> > for what i know, this is a openGL limitation, with no generic hardware
> > solution.
> >
> > cyrille
> >
> > marius schebella a écrit :
> >> Hi,
> >> I want to apply colors (or textures) with alpha values to obj. models
> >> and then turn them around, but I am having problems if I rotate the
> >> objects. this actually causes problems with standard geos, too...
> >> I searched the archives for that problem but I found no real answer.
> >> maybe because there is none?
> >> what is necessary to get transparency working from all different
> >> viewpoints? I tried to play around with GEMglDepthFunc and other
> >> stuff, but not with the correct result. (correct maybe, but not what I
> >> wanted.)
> >> any help? thanks,
> >> marius.
> >>
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