| To: | realbasic-games at lists dot realsoftware dot com |
|---|---|
| Subject: | Re: Clipping Issue |
| From: | Craig Macomber <FishyRB at 98115 dot net> |
| Date: | Wed, 6 Dec 2006 14:48:26 -0800 |
| Delivered-to: | listarchive at realsoftware dot com |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <20061206180040 dot 2CB1116ED04B at lists dot realsoftware dot com> |
This doesn't look like z fighting, but rather an artifact of Quesa's per-triangle sort. The shot in the lower left kinda gives this away, and the fact that it goes away when you turn off the tunnel's alpha confirms it. The clipping is simply caused by a big triangle (part of the tunnel) drawing on top of everything else, because it has been determined to be "in front" - sorting big triangles is tricky, and Quesa doesn't accept sorting hints so you're stuck with whatever it gives you.The tunnel seems to be the cause. When even one of the objects passes over one of the edges between the triangles it has the problem. If I turn the Alpha mask off on the tunnel the problem is fixed, but I don't want to do that.If you can get away with using a 1 bit alpha test on the tunnel instead of a full alpha blend that should "fix" the problem at the cost of image quality. Other than that there's not much that can be done short of hacking Quesa. Frank. <http://developer.chaoticbox.com/> <http://macgameblog.com/> I changed the mask using RB3D utility. I actually lost no quality because the mask was just black and white. (Well maybe a little was lost in the rest of the texture but not much). It solved the problem. Thanks a lot! You have been very helpful! Craig _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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