Author Topic: Fixing the problems with true-green transparency?  (Read 979 times)

0 Members and 1 Guest are viewing this topic.

Offline aldo_14

  • Gunnery Control
  • 213
Fixing the problems with true-green transparency?
I think this is down to culling, i'm not sure.  Anyways, what i'm referring to is the problem with partially transparent (alpha green) maps where it treats the mapped object as if it were completely opaque, and thus ignores all objects behind.  i.e., it means you get bad problems with (for example) girders, because you can see through the green section straight through to the background, with nowt inbetween.  I presume this is because the function that removes hidden faces doesn't make a distinction between TG transparency and a 'normal' texture.

Anyways, i was wondering how hard it would be to alter it so that polygons obscured by a TG transparent texture-mapped object are not discarded, but buffered up and drawn (correctly?). And what would the performance impact would be in this?  

Or do we have opacity mapping already, and i've just missed it?