Alpha+Zbuffer = >:|

Started by
1 comment, last by LukeSkyRunner 20 years, 9 months ago
How can I fix the problem that happen when a face with alpha are drawn later another alpha polygon located in front of it, without turning off the zbuffer? Like this: http://www.unidev.com.br/imagem/image-sg-prob.jpg How can I fix it? (if it cannot be fixed, what is the better/faster way? z-sorting?). Note: I''m with DirectX9.
Advertisement
draw everything that is non transparent, with full z buffer testing and writing. then draw everything with alpha after, with only z testing. this doesn''t fix all of the alpha/depth problems, but some.
I think z-sorting the alpha faces is your best bet. If you''re z-sorting other faces too for faster overdraw, it should be fairly easy.

I like pie.
[sub]My spoon is too big.[/sub]

This topic is closed to new replies.

Advertisement