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transparency

Started by April 11, 2001 05:04 AM
5 comments, last by SnAkE 23 years, 7 months ago
OK, this is a difficult question for me... I want to draw a fire in a 3D-Engine, so I can''t disable the depth buffer. But without disabling it, the transparent parts are not really transparent ;-( So you can''t see the second fire-texture through the transparent parts... SnAkE''s Programming Resources
There has to be someone who already solved this problem, cause I can''t believe that noone ever tried to do this. It''s not that special...
Somehow these 3D-Shooters have to do their transparecies...

SnAkE''s Programming Resources
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You could try messing with GL_ALHPA_TEST, it wouldn''t give you the same results, but it would fix your problem (AFAIK)
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I think you should use masking. I had the problem with my particle system and implemented masking. It solved the problem.
NeHe''s tutoital 20.
You have to disable depthbuffer WRITING during your transparent surfaces. Do keep READING the depthbuffer. Should work. No idea how it works in code though...

hth
quote: Original post by ThamasTah

You have to disable depthbuffer WRITING during your transparent surfaces. Do keep READING the depthbuffer. Should work. No idea how it works in code though...


The answer to that (in OpenGL) is glDepthMask(0) to disable writing and glDepthMask(1) to enable writing.

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Thax everyone who tried to help me...
glDepthMask is the right function. In combination with blending it looks quite cool!
You can see the results on my hp (3D-Engine)...

SnAkE''s Programming Resources

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