Tilli
10-24-2005, 09:47 AM
Hello first of all to everyone. :)
I have a Problem: I have a 3D drawing of two (as example) textured quads which cross - seen from the side. This Plates are drawn with the Alpha value as visibility and so I have some stuff of the one quad drawn in front of the other quad and vice versa.
As some of the texture is invisible - as I want it to be for making a different difficult border without many triangles etc. - and that is drawn quite well if the quad is drawn first. But the second quad is not drwn at behind the first one's unvisible part, 'couse the Z-Buffer is actualised.
As the one Quad is in parts in front of the other and the other quad is in parts in front of the one there are some Possibilities to divide the quads at the border and draw two of them, which can definitely say that one is in front and the other in the Back - not to forget to sort them to draw them in right order. BUT - first of all that takes at only a small amount of quads a high amount of calculation and therefore speed and secondly this is much work to program.
Therefore I search for a possibility to 'not actualise' the Z-Buffer if the ALPHA-Values are e.g. Zero.
Does anyone know or have a small kind of Idea how how this can be programmed, installed or realised in an other way? I think this would help more persons than me.
Thank you very much in Progress
CU2
Tilli
I have a Problem: I have a 3D drawing of two (as example) textured quads which cross - seen from the side. This Plates are drawn with the Alpha value as visibility and so I have some stuff of the one quad drawn in front of the other quad and vice versa.
As some of the texture is invisible - as I want it to be for making a different difficult border without many triangles etc. - and that is drawn quite well if the quad is drawn first. But the second quad is not drwn at behind the first one's unvisible part, 'couse the Z-Buffer is actualised.
As the one Quad is in parts in front of the other and the other quad is in parts in front of the one there are some Possibilities to divide the quads at the border and draw two of them, which can definitely say that one is in front and the other in the Back - not to forget to sort them to draw them in right order. BUT - first of all that takes at only a small amount of quads a high amount of calculation and therefore speed and secondly this is much work to program.
Therefore I search for a possibility to 'not actualise' the Z-Buffer if the ALPHA-Values are e.g. Zero.
Does anyone know or have a small kind of Idea how how this can be programmed, installed or realised in an other way? I think this would help more persons than me.
Thank you very much in Progress
CU2
Tilli