View Full Version : Particles without using masking

10-04-2002, 03:30 AM
(I had posted this problem on beginners forum on 10/3 but can't get help there to date)

I want to use the particle effect in my program. I found some tutorials on the nehe.gamedev and gametutorials but tutorials use blending and masking techniques to emulate theparticle effect. No doubt it is one of the fast and easy-to-understand-implement way. But say i used this technique and placed the shower of such particles at certain co-ordinate. Now when i am looking the particles exactly from the front (or position has z-co-ordinate before particles for that matter) everything looks fine. But when position goes at same z-location as that of particle and when view is on the particle they show their real shape.. square instead of circle which we were making(circle) by using masking.
I only want the possible solution to this problem or any other method to do particles.
Thank u for reading this..Hope u'll help me.
ur friend Oglix

10-04-2002, 09:59 AM
Are you drawing all transparent objects last? If not, that could be your problem. And you will need to sort them and draw then in back-to-front order.

10-04-2002, 12:02 PM
or just avoid writing to the depth buffer...

really only works well with particles that are added to the frame buffer...

10-04-2002, 12:24 PM
If you are using OpenGL Points, an not quads to draw your points, you can enable point antialising (GL_POINT_SMOOTH) and this will give you round points instead of square (at least on the cards that I tried --NVidia Geforce + Ati Rage Pro).