Order-independent alpha-blending?
Does PR4 support order-independent alpha blending?
(as opposed to the current situation where overlapping/intersecting transparent objects are being rendered with a host of visual artifacts...)
Most alpha blended triangles must be drawn with the D3D pipeline turned off. This is so PR can sort the list of triangles and draw them back to front.
Alpha blending where the source and dest are both one (LIGHTMAP_ADD method) is handled with a special case that requires no sorting. This can be used with the D3D pipeline turned on.
Alpha blending where the source and dest are both one (LIGHTMAP_ADD method) is handled with a special case that requires no sorting. This can be used with the D3D pipeline turned on.
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