On Jan 28, 2008 2:18 PM, Maik Justus wrote:
> The "transparency--bug" appears only, where the alpha channel of the
> texture is neither 0 nor 100%. Therefore I changed the alpha channel to
> be only zero or 100%. But the problem is not solved. The texture is
> scaled (mip mapping?), and therefore the new alpha value is interpolated
> between the original values resulting in semi-transparent values. If it
> would be possible to exclude the alpha channel of the tree-textures from
> the interpolation, the transparency problem could be solved fully
> without any sorting (just by changing the textures). If it is not
> possible: sorting of the triangles within each tree would help in many
> cases.
If you removed the transparency entirely then I believe that the edges of
all the trees will develop aliasing artifacts ... kind of like if they were
drawn with polygons. And as the mipmapping switches levels you might see
additional odd artifacts. I'm pretty sure that if Stuart/Tim switch around
the draw order so that the terrain is drawn first, then the problem will all
but go away.
Regards,
Curt.
--
Curtis Olson: http://baron.flightgear.org/~curt/
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