Hey Chris,
Well I was using linux at the time, but basically when you have a cube (for example) the faces of the cube has different render orders, so when transparency is on you can only see through some of the sides because they are rendered before the ones behind it. I've not tried it on OSX to see the same behavior.
But stupid me only noticied a "depth" object much later that does reorder the rendering order my Z-buffer!! I just never noticed it before.
So I guess this is a non-question?
Thanks Chris,
Ben ----- Original Message ----- From: "chris clepper" cgc@humboldtblvd.com To: "B. Bogart" ben@ekran.org Sent: Monday, October 27, 2003 12:00 AM Subject: Re: [GEM-dev] Z-Buffer Render Order
Hey all,
I was just curious if anyone was working on Z-buffering for so that we
can
have nice render ordering that works from all angles? (So that faces in
the
background are rendered first based on the Z distance)
Are you having some sort of specific problem with depth buffering? OpenGL in general will obey the depth buffer and render everything back to front properly. Blending can do odd things to the depth buffer, but I think that the current [alpha] object has the requisite hacks to get around this.
Do you have a patch that illustrates z-buffer problems in GEM?
I think it would be a nice option... (not always on)
Ben
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