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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