MrShoe
06-24-2002, 11:22 PM
This is my problem:
I have a billboarded quad with a texture on it. The black pixels of the texture are given an alpha value of 0.0 and the rest are 1.0, then i turn on alpha blending with function GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
This will make the black parts of the quad transparent.
Now, say i want to have this quad and another similar quad rotating around a certain point. I will begin to get artefacts as the quads rotate around this point because of the transparent parts of the quad blocking out the quad behind it even though they are meant to be transparent, but it still remains transparent to all pother geometry. I know this is a problem with depth sorting, but is there are simple way to fix this other that sorting MANUALLY the quads??
I have a billboarded quad with a texture on it. The black pixels of the texture are given an alpha value of 0.0 and the rest are 1.0, then i turn on alpha blending with function GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
This will make the black parts of the quad transparent.
Now, say i want to have this quad and another similar quad rotating around a certain point. I will begin to get artefacts as the quads rotate around this point because of the transparent parts of the quad blocking out the quad behind it even though they are meant to be transparent, but it still remains transparent to all pother geometry. I know this is a problem with depth sorting, but is there are simple way to fix this other that sorting MANUALLY the quads??