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Re: How to avoid texture-map overlapping? [message #46365] Tue, 15 November 2005 17:00 Go to previous message
Rick Towler is currently offline  Rick Towler
Messages: 821
Registered: August 1998
Senior Member
uniqrat@163.com wrote:
> Thanks a lot for the advice from both of you.
> Although I have learned programming with IDL for several years, I am a
> fresher in this problem. So if you can provide some example in this
> field, I believe I can learn more and discuss this problem in near
> future, ^_^.

I'll see what I can dig up.

> It's still a nut for me to crack. Jim Pendleton sent me a letter in
> which he told me add a keyword "reject=1" . It quite appears
> overlapping can not be seen. But I am not sure if overlapping is
> avoided.

This is a cheap fix ;)

If you have read some of the other posts regarding this topic what you
will have gathered is that the line or "seam" you see is the boundary
between the part of the beam where both the back and front parts of the
beam have been rendered and where only the front has been rendered. If
you have a black background and a white beam, the lighter section of the
beam is actually the "correct" rendering as it is comprised of the color
from the background + the color from the back of the beam + the color
from the front of the beam. By setting REJECT=1 the polygons that
comprise the back side of the beam are hidden. In effect you are only
seeing the front half of the beam. The end result is a beam without the
seam but also one that is darker than expected.

If you never look at the beam ends then this doesn't matter. But (as in
my case) you regularly look at the beam end you expect the beam "face"
to be darker than the beam "walls" and these color differences define
the beam edges. Maybe a minor point but most people picked up on it
quickly when playing with my application.

At the same time this may work perfectly well for you and you don't have
to invest a lot of time taking the complicated approach. I couldn't
help it. I'm a stickler for details... :)


-Rick
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