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Re: Multitexturing using alphas

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Multitexturing using alphas
From: Frank Condello <developer at chaoticbox dot com>
Date: Fri, 7 Jul 2006 16:48:17 -0400
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References: <2D9BDC80-BF47-4DD7-9350-BB88F1398D71 at miensoftware dot com> <01336876-E5DC-4077-BF72-C219A429F1BA at chaoticbox dot com> <4FB699E5-5EA6-42A1-8D10-6F712DFEA7E3 at miensoftware dot com>
On 6-Jul-06, at 10:58 AM, Lo Saeteurn wrote:

Easiest "fix" for the z-fighting problems would be to modify the polygon offset in the Quesa source for the entire transparent pass.

I wish I knew how to do this, but my current plan is to duplicate the objects (that require multi textures) and scale the 2nd object slightly.

I can modify Quesa for you if you want to try out the polygon offset hack - it should only require a couple lines of code added to one source file. I might need a test app from you to gauge the proper values however - no RB source needed - just an example scene with a second lightmap mesh applied.

You're still stuck with slow per-triangle sorting at that point, unless you also disable that, and use additive blends for translucent objects.

Any hints on how to disable per-triangle sorting? Lets say I require at least a 1.42 ghz machine, will that be enough power to do this sorting?

Disabling sorting requires modifications to Quesa as well. A few lines commented out should do it, but it won't be optimal as the transparent pass is drawn in immediate mode. Should still be faster though...

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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