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88er

what wrong about my transparent texture??

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You've left depth testing on - switch it off while rendering those trees, and render sorted from back to front.

Or, if you don't want to be sorting them you can just use alpha testing and render them like any other solid object..

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thank you Tang.
some other pictures here
snap1
snap2
I use the crossed-tree instead of billboard,so i can't sort the two ploys in one tree.btw,the same scene viewed in another machine with TNT2 hasn't this
bug(but replaced with a black border).this computer is Gforce5600.

I'd rather look the black border.

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Couldn't this be caused by interpolation of the alpha component, due to stretching of the texture? If so, my solution would be to use GL_NEAREST and GL_NEAREST as your minification and magnification filters (OpenGL solution). I don't know the equivalents in DirectX though...

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Quote:
Original post by 88er
thank you Tang.
some other pictures here
snap1
snap2
I use the crossed-tree instead of billboard,so i can't sort the two ploys in one tree.btw,the same scene viewed in another machine with TNT2 hasn't this
bug(but replaced with a black border).this computer is Gforce5600.

I'd rather look the black border.

Then split it into 4 polys so they can be sorted, transparent geometry has to be rendered with the depth test off and back to front order. The only way around that is to not have them transparent (hence the alpha test workaround).

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The same kind trees in the pop games looks good,i want to know what method
they use,is there any other way except for sorting the alpha poly.

if i splite all the trees to 4 poly,it will get too many polys,and low performance.

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