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Re: Multiple alpha levels [Re: JetpackMonkey] #90786
09/21/06 20:53
09/21/06 20:53
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Grimber Offline
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the 'fix' just forces a threshhold level to the alpha transparency. anything below a certain alpha level doesn't get rendered. its realy not a fix.

his question is about mixing various transparent levels togeather into one mesh
this can only be done by seperating your semi transparent skin areas to seperate skins

second you cannot mix a semi transparent and full opaque on the same polygon ( causes your poly Z-buffer sort problem ) the engine can see them both but the video rendering cannot tell which poly is in front of which so renders them both togeather.

Re: Multiple alpha levels [Re: Grimber] #90787
09/21/06 21:07
09/21/06 21:07
Joined: Oct 2003
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FeiHongJr Offline
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Ah ok, Hence why it works ok for plants and such just wont really work for his example. now I get it.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Multiple alpha levels [Re: FeiHongJr] #90788
09/21/06 21:12
09/21/06 21:12
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I pointed at micro crust because it was first realy known to be an OpenGL problem and DirectDraw (part of DX) is a decendant of OpenGL, I didn't know that it is hardware now. ( must still be on OpenGL arcitecture?)

Re: Multiple alpha levels [Re: Grimber] #90789
09/21/06 21:27
09/21/06 21:27
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FeiHongJr Offline
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Quote:

micro crust


Lmao, Thanks for makin me smile really needed that


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
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