hi H, list in my experience the proper order of objects is
gemhead I pix_image I alpha 1 I colorRGB I pix_texture I model
you can then play with the last inlet of [colorRGB] to fade in/out geos/models. Correct me if im wrong - [alpha 1] should be before [pix_texture] in the chain to be rendered correctly. here are two of my patches using a lot of transparency tricks, hope this helps
www.njeremic.ecobytes.net/files/vj-live1.zip www.njeremic.ecobytes.net/files/baum_pd_patch.zip
greetings n.
Roman Haefeli wrote:
On Fri, 2008-04-04 at 22:42 -0400, marius schebella wrote:
Hi, I want to apply colors (or textures) with alpha values to obj. models and then turn them around, but I am having problems if I rotate the objects. this actually causes problems with standard geos, too... I searched the archives for that problem but I found no real answer. maybe because there is none?
iirc, it was discussed before (otherwise i wouldn't be able to write you a reply).
from what i understand, alpha rendering depends on rendering order. first, the textures most behind need to be rendered in order to get transparency for textures more in front.
what is necessary to get transparency working from all different viewpoints?
i don't know if there is a general solution. would be interested as well.
I tried to play around with GEMglDepthFunc and other stuff, but not with the correct result. (correct maybe, but not what I wanted.) any help? thanks,
i don't know about [GEMglDepthFunc], but a not very realistic approach could be to split a model into its planes and change the rendering order of the planes dynamically, so that most-behind planes are rendered first and most-in-front planes rendered last. calculating the correct rendering order needs a lot of math and i don't quit know how to do it.
roman
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