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Re: Z-Order problems
[Re: jcl]
#75365
08/03/06 16:24
08/03/06 16:24
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Joined: Jul 2005
Posts: 366
eleroux
Senior Member
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Senior Member
Joined: Jul 2005
Posts: 366
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Quote:
Not really. But I've added some more information to the FAQ explanation, which should clear up the issue a little:
Q. I have problems with the sorting of transparent entities or alpha channel textures. For instance, I'm trying to make a tree by crossing two sprite like a 'X. When using 32 bit TGA sprites, the first sprite is always drawn before the second sprite. This doesn't happen when I use PCX or BMP or 24 bit TGA sprites.
A. Transparent entities - meaning entities with TRANSPARENT flag or with an alpha channel texture - can not write into the z buffer. Thus the engine sorts them according to the distances of their origins. Neverteless, transparency causes visible errors when objects intersect or when a concave mesh consists of transparent polygons. You just have to think a little to avoid those mistakes. For instance, make your 'X' from 4 connected sprites rather than 2 intersectings sprites, and separate a transparent mesh into convex parts.
Hope this helps.
Yes, this helps a lot.
But, when you said 'not really', do you mean I got things completely wrong? does the z-enabling material code solve the z-sorting issue or not?
I'm working on some tutorials right now and I'd appreciate if you point me to what parts I got wrong on this, really.
Thanks!
Emilio
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