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can these issues be fixed with shaders??? #26789
04/27/04 10:30
04/27/04 10:30
Joined: Apr 2004
Posts: 65
E
elwood Offline OP
Junior Member
elwood  Offline OP
Junior Member
E

Joined: Apr 2004
Posts: 65
hey everyone i am new to game studio... but i ran into some small problems that i think in theory can be fixed with shaders...

first is tga alpha... when used in certain situations.. for example a model of some hair... if there is layers in the hair.. like finial fantasy X.. that overlap both using the same alpha channel.. there is some problem with the z axis.. mixing up what goes in front.. almost as if the normals were flipped... could a shader with transparency handle this better???

the other main problem is the engine rendering the inside of the model... i can fake it by copying the faces and flipping them.. but this is bad for poly count and doubles the the count of the model... can shaders be written to render double sided polies???

those are my two questions please help...

Re: can these issues be fixed with shaders??? [Re: elwood] #26790
04/28/04 08:48
04/28/04 08:48
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
I don't understand your first question, but the second one can be answered with shaders. The important thing would be to set Cullmode=none so that backsided triangles get rendered; not sure what else needs to be in the effects file though.

Re: can these issues be fixed with shaders??? [Re: elwood] #26791
04/28/04 08:55
04/28/04 08:55
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Joined: Oct 2003
Posts: 1,258
Virginia, USA
I think your first question has to do with the engine not doing depth tests for alpha enabled polies. I believe it can be fixed with an effect script (not a shader per se), that does a ZEnable=true (but i think there is another instruction that is needed as well)

A search on the forum regarding alpha sort order should come up with something.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: can these issues be fixed with shaders??? [Re: qwerty823] #26792
04/29/04 07:14
04/29/04 07:14
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
In Antwort auf:

I think your first question has to do with the engine not doing depth tests for alpha enabled polies. I believe it can be fixed with an effect script (not a shader per se), that does a ZEnable=true (but i think there is another instruction that is needed as well)




The "ZENABLE=true" value is fixing the problem with alpha enabled polies but there is also a new problem. Some polies behind other polies aren't visible, also with "CULLMODE=none".

Re: can these issues be fixed with shaders??? [Re: oliver2s] #26793
04/29/04 07:17
04/29/04 07:17
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
you have to enable alpha-testing. here is an example -> http://conitecserver.com/wiki/index.php/ImprovedOverlay

Re: can these issues be fixed with shaders??? [Re: ventilator] #26794
04/30/04 14:42
04/30/04 14:42
Joined: Apr 2004
Posts: 65
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elwood Offline OP
Junior Member
elwood  Offline OP
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Joined: Apr 2004
Posts: 65
awesome!! i look at the example.. i dont understand how to make it work with cull mode... has anyone broken it down anymore?? i am sure i can figure it out if i play with it some.... thanks for all the info!!


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