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Post by dogzer on Jun 6, 2005 14:50:22 GMT
When i activate alpha channels Z buffering doesn't work anymore. Things that are behind are sometimes drawn before things that are closer to the camera. And polygons that intersect doesnt intersect.
This only happens when i activate flag 2 (alpha channel) on the texture of an object.
Anyone had this problem using alpha textures?
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tysoe
New Member
Posts: 19
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Post by tysoe on Jun 15, 2005 6:37:44 GMT
Unfortunately blitz doesn't do alpha sorting so its one of those things you have to live with, and sneak around. with alpha objects the sort order can be controled a little by adjusting the local pivot for surfaces in your 3D app. alpha'd models with their local pivot further away from 0,0,0 will be drawn behind objects that have their local pivot closer to zero. Can be quite tricky to juggle in complex scenes, but it does allow for things like terrain masking between 2 meshes with alpha
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