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Transparency & Rendering
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Autor:  Stucuk [ Mo Apr 11, 2005 13:28 ]
Betreff des Beitrags:  Transparency & Rendering

Is there any way to make OpenGL draw transparent "faces" in order of depth rather than the order they were entered?

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Autor:  luketheduke [ Mo Apr 11, 2005 15:45 ]
Betreff des Beitrags: 

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.

Autor:  LarsMiddendorf [ Mo Apr 11, 2005 15:52 ]
Betreff des Beitrags: 

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.

Autor:  BTierens [ Mo Apr 11, 2005 18:56 ]
Betreff des Beitrags: 

This might help you: http://developer.nvidia.com/attach/6402

Autor:  Stucuk [ Mo Apr 11, 2005 20:05 ]
Betreff des Beitrags: 

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)

I h8 the nvidia pdf's, fly over my head.

Autor:  Flash [ Mi Apr 20, 2005 14:28 ]
Betreff des Beitrags: 

I heard something about Order Independant Transperancy in my university. So I asked mr google an he said: http://www.google.de/search?hl=de&q=Order+Independent+Transparency&btnG=Suche&meta=

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