Registriert: Fr Mai 14, 2004 18:56 Beiträge: 804 Wohnort: GER/OBB/TÖL-WOR/Greiling
definitely not.
because then all the workarounds, where objects are sorted by depth before being rendered, wouldn't be needed.
and as i have seen, there are a lot of people working on this issue.
if you tell opengl to draw something, it will check if it is a valid operation, and then it will draw ot or it won't - but it won't keep it in mind until it becomes a valid operation.
There is a slow technique called "Order Independent Transparency" with demos in the nvsdk. Another solution is to use dithering with a noise texture and to smooth the dithered pixels in a post processing step. Look at Carmacks Key Note from last year's QuakeCon for more details.
The engine does curently sort the faces. but the method is crap. Basicaly just works out the distance from the camera and the center of the face. Which screws up when u have a large face behind a small transparent face (at some points the small transparent face is actualy further away)
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