Alpha Blending
If I want to have alpha-blended and non-alpha blended objects in a game, do I need to depth sort all the objects? (I''m using Direct3D). Suppose this: I render a (opaque) tree somewhere. Then I render something that supposed to be alpha blended behind it. Will the alpha-blended object render correctly, or do I need to depth-sort my objects?
Yeah, if you don''t the stuff behind the transparent object won''t get drawn because its behind whats already in the depth buffer. At least thats how it works with OpenGL.
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You can first render all non-transparent objects with the z buffer, and then render the remaining transparant polygons in the back to front order, with the z-read still turned on
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January 01, 2003 01:26 PM
quote: Original post by quasar3d
You can first render all non-transparent objects with the z buffer, and then render the remaining transparant polygons in the back to front order, with the z-read still turned on
do you mean z-write turned off?
I don''t know how things are in D3D, but in OGL, you don''t want to disable the Z buffer, just disable the writting in the Z buffer.
Height Map Editor | Eternal lands
Height Map Editor | Eternal lands
quote: Original post by Anonymous PosterOriginal post by quasar3d
You can first render all non-transparent objects with the z buffer, and then render the remaining transparant polygons in the back to front order, with the z-read still turned on
do you mean z-write turned off?
Doesn''t really matter. ''cause you have turnet z read off, and transparent polygons are the last polygons you will render, so you don''t need the zbuffer any more
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