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------- Additional comments from a...@openoffice.org Wed Jan 6 10:33:06 +0000 2010 ------- AW: Reason is the standard ZBuffer technique. For overlapping transparent geometry, it gets necessary to paint from back to front, after all non-transparent were painted. To do so there are two possibilities: (a) remember all transparent pixels and solve them after rendereiung or (b) remember all transparent geometries and render them Z-sorted after all non-transparent. It makes no sense to do two rendering runs (as currently used) since the 2nd run for transparent paint also would need to remember all geometry and sort in Z, thus (b) is the logical consequence. I first tried (a) since it would have been easier to implement, but in normal scenes easily 5 mio pixels need to be remembered. For a pixel with 12bytes (X,Y,Z,color,opacity) this gets to expensive. Thus i had to implement (b) what is not trivial since the current state including texturing and transparent texturing for each transparent geometry needs to be buffered. To do so, i moved the texture::GeoTexSvx usages in DefaultProcessor3D to refcounted using boost::shared_ptr and adapting all usages consequently. Works now as intended. The only extra requirements are some more memory (only little compared to (a)) and one sort for Z. --------------------------------------------------------------------- Please do not reply to this automatically generated notification from Issue Tracker. Please log onto the website and enter your comments. http://qa.openoffice.org/issue_handling/project_issues.html#notification --------------------------------------------------------------------- To unsubscribe, e-mail: issues-unsubscr...@graphics.openoffice.org For additional commands, e-mail: issues-h...@graphics.openoffice.org --------------------------------------------------------------------- To unsubscribe, e-mail: allbugs-unsubscr...@openoffice.org For additional commands, e-mail: allbugs-h...@openoffice.org