Christian Mayer writes: > Really? I can't think of a reason why modern OpenGL accellerators take > longer to display transparnet textures than solid ones (except of a > harmless hardware optimized blending function).
? Transparency require a frame buffer read, a multiply, and a frame buffer write. Opacity requires a frame buffer write. I've only done software renderers, but I know a little bit about some of the issues involved and there's quite a bit of cache contention that happens when you start doing read/modify/write cycles, beyond the fact that you have to do the read in the first place. We like to think that our modern video hardware is infinitely fast, but it ain't. I don't know whether FlightGear is doing any of this stuff but back on the main processor transparency also means that there's a whole level of occlusion culling that can't occur. Dan _______________________________________________ Flightgear-users mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-users 2f585eeea02e2c79d7b1d8c4963bae2d
