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Re: Transparent texture mapped polygons [message #29962 is a reply to message #29875] Tue, 26 March 2002 08:09 Go to previous message
Karl Schultz is currently offline  Karl Schultz
Messages: 341
Registered: October 1999
Senior Member
"David Fanning" <david@dfanning.com> wrote in message
news:MPG.170979cae136002198984b@news.frii.com...
> Rick Towler (rtowler@u.washington.edu) writes:
>
>> Yes, objects in a view are rendered according to their order in the view
>> container. When texturing with an alpha channel the order of rendering
>> becomes important. Add items from back to front like you first tried.
I
>> see that you are sharing the same verticies between your billboards. I
am
>> not sure how IDL will handle rendering this since your planes occupy the
>> same z space but I think this is your problem. Push your background
plane
>> back a little in z.
>
> I think having coincident polygons is the problem, too.
> I've modified my Image_Blend program so that the images
> rotate on polygons. You can have a look if you are
> interested.
>
> ftp://ftp.dfanning.com/pub/dfanning/outgoing/misc/image_blen d_poly.pro
>

Yes, I agree about the coincident polygons.

Another approach that may be interesting to try is to use the DEPTH_OFFSET
keyword that was added in 5.5. This feature is intended to help solve
Z-buffer "stitching" and interference problems in situations like these. It
has the advantage of applying the depth offset in view coordinates, so you
don't have to tweak the objects' locations as you spin them around with a
trackball in order to keep the "back" polygon in the back. Just add
DEPTH_OFFSET=1 to your "back" polygon.

Karl
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