Re: [Flightgear-devel] Alpha sorting again

2003-10-06 Thread Roman Grigoriev
Thanx Erik!
glDepthMask solve this problem

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 4:38 PM
Subject: Re: [Flightgear-devel] Alpha sorting again


 Roman Grigoriev wrote:
  Hi guys!
  I implement smokes and missile trails on flightgear and come across to
  following problem:
  ALPHA sorting
  could you please describe me why we have this problem?
  so here is two screenshots one from plib viewer
  http://fgfs.narod.ru/snap2.jpg
  and one from flightgear.
  http://fgfs.narod.ru/snap1.jpg
  Maybe I should adjust state?
 
 Probably, try setting glDepthMask(GL_FALSE) just prior to drwing the 
 trails and set glDepthMask(GL_TRUE) when finished.
 
 This might work, but is not guaranteed.
 Otherwise you have to sort the objects based on distance to the viewer 
 before drawing them.
 
 This could be done by applying this patch to plib:
 
 http://www.a1.nl/~ehofman/fgfs/download/Plib_ssgDList2-20020718.diff
 
 Erik
 
 
 
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[Flightgear-devel] Alpha sorting again

2003-10-03 Thread Roman Grigoriev
Hi guys!
I implement smokes and missile trails on flightgear and come across to
following problem:
ALPHA sorting
could you please describe me why we have this problem?
so here is two screenshots one from plib viewer
http://fgfs.narod.ru/snap2.jpg
and one from flightgear.
http://fgfs.narod.ru/snap1.jpg
Maybe I should adjust state?
What should I do?
Thanx in advance
Bye
Roman

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Re: [Flightgear-devel] Alpha sorting again

2003-10-03 Thread Erik Hofman
Roman Grigoriev wrote:
Hi guys!
I implement smokes and missile trails on flightgear and come across to
following problem:
ALPHA sorting
could you please describe me why we have this problem?
so here is two screenshots one from plib viewer
http://fgfs.narod.ru/snap2.jpg
and one from flightgear.
http://fgfs.narod.ru/snap1.jpg
Maybe I should adjust state?
Probably, try setting glDepthMask(GL_FALSE) just prior to drwing the 
trails and set glDepthMask(GL_TRUE) when finished.

This might work, but is not guaranteed.
Otherwise you have to sort the objects based on distance to the viewer 
before drawing them.

This could be done by applying this patch to plib:

http://www.a1.nl/~ehofman/fgfs/download/Plib_ssgDList2-20020718.diff

Erik



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Re: [Flightgear-devel] Alpha sorting again

2003-10-03 Thread Curtis L. Olson
Roman Grigoriev writes:
 Hi guys!
 I implement smokes and missile trails on flightgear and come across to
 following problem:
 ALPHA sorting
 could you please describe me why we have this problem?
 so here is two screenshots one from plib viewer
 http://fgfs.narod.ru/snap2.jpg
 and one from flightgear.
 http://fgfs.narod.ru/snap1.jpg
 Maybe I should adjust state?
 What should I do?
 Thanx in advance

I'm not sure if this is helpful or not, but as you probably know, to
correctly render a scene in opengl, you need to first draw all the
opaque objects, then draw all the objects with transparency (depth
sorted from furthest to closest.)

Plib does a very crude alpha sort and separates out the opaque and
transparent objects, then draws the transparent objects last.
However, it does *not* depth sort them.  An a patch was submitted to
the plib devel team, but it got flat out rejected. :-(

But, most likely you problem is happening because the translucent
objects aren't being depth sorted and rendered back to front.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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