Yes you are right Lord_Evil.
Shot taken from the viewer.
Now i'm stuck :)
Strange, I worked with alpha tested trees etc. and I never had that problem. I used
glAlphaFunc(GL_GREATER,0.5), turned blending OFF, and painted the background green. With 0.5, you wont get so rugged jaggies, if you don't like the result, you can use higher resolution textures.
EDIT: But if you want to let it blended at the edges, than you have to sort the leaves by depth.
(If I miss or misunderstood something, than sorry.) Now I see, but try disabling blend anyway.
/EDIT
glAlphaFunc(GL_GREATER,0.5), turned blending OFF, and painted the background green. With 0.5, you wont get so rugged jaggies, if you don't like the result, you can use higher resolution textures.
EDIT: But if you want to let it blended at the edges, than you have to sort the leaves by depth.
(If I miss or misunderstood something, than sorry.) Now I see, but try disabling blend anyway.
/EDIT
szecs - this is true,
when i disable blend and go into Alpha > 0.5 it is not doing any order problems, but the textures then have to be really well prepared.
This is why i'll probably switch from blending to Alpha tests.
Anyways, no need to go with this thread further - lemme do the alpha tests and forget about the problem ;)
when i disable blend and go into Alpha > 0.5 it is not doing any order problems, but the textures then have to be really well prepared.
This is why i'll probably switch from blending to Alpha tests.
Anyways, no need to go with this thread further - lemme do the alpha tests and forget about the problem ;)
As I said, to tackle the jaggie problem you could use alpha-to-coverage which should result in less jaggies than alpha-testing alone.
I also mentioned valve's method. I finally found the article: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
I also mentioned valve's method. I finally found the article: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
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