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Coluna
10-07-2003, 07:24 PM
Hi all;
Im doing a fake sky haze, blending my geometry with the sky(in the framebuffer), based on distance from camera. Im using vp to calculate the tex coordinates for base and detail textures, and then the alpha color to blend. First i draw to the z-buffer , and then to framebuffer. When i draw some triangles that are perpendicular to the xz plane (these triangles are needed to fix t-cracks), their alpha color get wrong.Please take a look at
http://www.geocities.com/jcoluna/haze3.JPG

Im not changing any state between the rendering of the terrain and the triangles to fix t-cracks...if anybody can help me i would apreciate (sorry abaout my english...)

Coluna
10-07-2003, 09:54 PM
Forget it, i've corrected it...