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Re: How to avoid texture-map overlapping? [message #46367 is a reply to message #46366] Tue, 15 November 2005 10:50 Go to previous messageGo to previous message
Rick Towler is currently offline  Rick Towler
Messages: 821
Registered: August 1998
Senior Member
uniqrat@163.com wrote:
> Hi,all
> I want to make the beam transparent.So I put a texture on it. But it is
> overlapped.
> How can I map it uniformly?
> Thanks a lot.

In addition to what Karl has suggested, you can also break your beam up
into lengthwise sections, then order the sections in your model based on
your point of view. Depending on how many sections you use, you may
still have a few rendering issues but they should be minimal.

The easiest approach would be to code your beam as an object. A child
of IDLgrModel. The init method would create the beam sections and add
them to the "self" model. The other key method would be the order or
sort method that would accept a 3 element vector (the view vector) and
would order the sections in the self model based on the view vector.

You would then need to create your own viewer which would calculate the
view vector (vector from the viewer to the center of your beam object)
and pass that to your beam object on each draw.

I have done a lot of work with transparency and rendering order. Out of
the options that Karl has posted, this is one of the better ones. The
ideal solution would be the BSP polygon object but it needs a lot of
work/optimization and I have never found the time.

You may decide that all of this isn't worth it. Depending on the
project, I certainly have :) But if you decide to go this route, I have
a lot of code that can get you started, but there will be a bit of
overhead learning my viewing system. Let me know if you're interested.

-Rick
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