I have recently encountered this problem myself and so I am also very
interested in suggestions/solutions for handling this situation
On Aug 11, 2008, at 1:07 PM, Memo Akten wrote:
Hi All, there was a similar question recently regarding this
problem, but my situation is slightly different...
I have an iterator patch with a bunch of sprites moving around in
3D. The sprites have punch-through alpha (1bit) and as always I am
having sorting issues.
Enabling the depth buffer causes transparent areas of the sprite in
front to block the sprites in the back (which is wrong), and
disabling the depth buffer causes the sprites in the back to be
drawn on top of the sprites in the front if they are drawn later
(also wrong). Z sorting the sprites seems a bit complex as they are
moving all over the place in 3D.
The behaviour I would like (and used to use years ago on PC using
directx) is that information would only get written to the depth
buffer if the source alpha was non-zero. So there's no need to Z
sort thousands of polys which had 1bit alphas. Is there any way to
enable or do this in QC? or any suggestions how to get round my
problem?
P.S. The sprites have a gif texture, which is why they are 1bit. But
I will change this png24 and anti-alias the edges so it will be an
8bit alpha channel. But sorting on the anti-aliased edges is not
critical and I would still like to use the above solution if possible.
cheers,
Memo.
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