i’m trying to implement a non rectangular viewport in a scene (to make a radar ppi). that’s how i’m doing it right now:
enable stencil
draw the masking geometry, putting 1 in the stencil buffer where i draw
draw the scene where stencil bit =1
it works fine as long as i use opengl triangles as region, but if i want to use instead a textured quad with an alpha texture it doesn’t work anymore. Is there a wayaround, maybe using the depth buffer, or should i stick to non textured geometry to define my region?
i can post some pseudo code if you like
regards
Nicolas
[This message has been edited by uruloki (edited 09-19-2003).]
that wouldn’t work, because i wanted to use the textured quad as a region to define the shape of my ppi viewport. I guess I’ll use some triangles instead, it will be coarse but i guess it’s the only way (depth didn’t work neither).
thanks for your support
Nicolas