On 2-Apr-06, at 2:16 PM, Lo Saeteurn wrote:
Is there any way around that transparency issue that makes
NULLShader not work?
It's a state management bug where the state of last solid object
drawn may dictate some of the state used for the transparent pass.
You can try drawing a solid null shaded object (like 1 triangle
offscreen) right before the transparent pass (i.e. last) and see if
that helps, but really this needs to be fixed in Quesa to work
predictably.
I noticed how fast my text3D is without the transparency. Even 10
pages of text runs smoothly on my slow iBook.
That's most likely due to the transparency renderer trying to sort
the triangles and then using (slow) immediate mode rendering to draw
them back to front. It doesn't help that a bunch of triangles laying
parallel to the camera clipping planes is probably the worst case for
the sorter.
Does 1-bit alpha textures suffer from the same issues? If it does
not, how do I use 1-bit alpha textures?
You'd use a 16bit texture (ARGB16 inside Quesa) but I'm not sure how
or if the new Rb3D Material class handles that. 1bit textures aren't
manually sorted since they write depth, so you won't see a sorting
slowdown here, but 1 bit transparency tends to be ugly - it's only
really suitable for "screen" fonts, and even then you should use
nearest-neighbour filtering and turn off mipmaps. Unfortunately
texture filter settings are global in Quesa.
Frank.
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