Hi,
I'm rendering a scene with many translucent polygons, so I'm manually sorting and rendering from the farthest to the nearest one. Finally I call glFlush( GL_TRANS_MANUALSORT ).
Everything is working fine on NO$GBA, but on real DS the nearer polygon doesn't blend with the farther one. In other words, the farther polygon remains exactly the same and the last rendered nearer one doesn't blend on that area, it's just not drawn. As I'm setting the manual sorting flag what might be the mistake?
Thanks in advance.
Marcio
Problems on rendering order of translucent polygons
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- Posts: 2
- Joined: Thu Feb 26, 2009 12:09 am
Re: Problems on rendering order of translucent polygons
Hi,
I could fix that setting a different POLY_ID for each translucent polygon. When two overlapping translucent polys have different IDs, the blending works fine. But this is not a very good solution when you have many translucent polys, like particles, because you have only 64 different IDs. Of course, if two polys don't overlap they can share the same ID but inside a scene it's not easy to ensure this condition...
Thanks!
I could fix that setting a different POLY_ID for each translucent polygon. When two overlapping translucent polys have different IDs, the blending works fine. But this is not a very good solution when you have many translucent polys, like particles, because you have only 64 different IDs. Of course, if two polys don't overlap they can share the same ID but inside a scene it's not easy to ensure this condition...
Thanks!
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Re: Problems on rendering order of translucent polygons
Unfortunately that's the way the hardware works - you'll need to sort and apply IDs as appropriate.
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