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Alpha Rendering Error based on Camera Angle
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Topic: Alpha Rendering Error based on Camera Angle (Read 1093 times)
jonbee
Community Member
Posts: 2
Alpha Rendering Error based on Camera Angle
«
on:
November 29, 2009, 09:01:26 PM »
When rendering Billboards in scene using:
SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
Setting the camera's X angle above a certain value will cause these billboards to not render.
EDIT: This only occurs when the Billboards are inside another transparent mesh.
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Last Edit: November 29, 2009, 09:06:28 PM by jonbee
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AriusEso
Customers
Community Member
Posts: 940
Esoteric
Re: Alpha Rendering Error based on Camera Angle
«
Reply #1 on:
November 29, 2009, 09:12:05 PM »
Quote from: jonbee on November 29, 2009, 09:01:26 PM
EDIT: This only occurs when the Billboards are inside another transparent mesh.
You didn't say that on IRC. I should've asked.
Try using the SetAlphaTest() function. It sounds like it is maybe a sorting issue.
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jonbee
Community Member
Posts: 2
Re: Alpha Rendering Error based on Camera Angle
«
Reply #2 on:
November 29, 2009, 09:37:41 PM »
Yeah, I realized that may have been the issue after posting, but it does not help.
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AriusEso
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Posts: 940
Esoteric
Re: Alpha Rendering Error based on Camera Angle
«
Reply #3 on:
November 29, 2009, 09:40:43 PM »
If you're not already doing so, can you try TVScene->RenderAll(true, true) ?
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jviper
Community Member
Posts: 2127
Discipline in training
Re: Alpha Rendering Error based on Camera Angle
«
Reply #4 on:
November 30, 2009, 01:51:12 AM »
hmmm.....this actually sounds like the depth buffer's short coming (the fact the the depth buffer does not take transparency into account).
if you just have the one mesh that is transparent and the billboards are not transparent, then simply making sure the mesh get's rendered last should fix your billboards from disappearing. But if you have multiple transparent meshes, or your billboards are also transparent, then you'll have to sort everything from back to front. If your transparent meshes are complex, you'll have to split them up into smaller and simpler meshes.
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JAbstract.....Don't just imagine, make it happen!
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