I have done this very fast, so it's not really good (slow)… Yep, i know it's not good, but it could be interesting. If someone rewrite, it would be nice ! (i have not time to work on it)
Frank, do you have somewhere an abstraction to order list (asc and
desc). Maybe you could add it in list-abs library, or i miss
something (of course, i think my abstraction need to be rewrite) ?
++
Jack

Le 5 avr. 08 à 17:54, chris clepper a écrit :
You want to sort by Z which requires special depth sorting code in
the external. The model object uses a display list so you would
have to stop using that and move to vertex arrays for decent
performance.On Sat, Apr 5, 2008 at 7:21 AM, marius schebella
marius.schebella@gmail.com wrote: but I have the impression that some program manage to solve that problem. I am not sure how, but if there is a solution, then it should also be possible to use it in gem. often I am not sure if people are talking about single objects or secenes. but afaik it has something to do with a z-buffer, like it
would be possible to render the obj coordinates from the camera viewpoint
into a special alpha channel/buffer and then use that information to define the renderorder for the texture. but not sure at all, if this is my fantasy or if that is really how it works. I know that shadows also se weird buffers and viewpoint manipulations to work. thanks roman, cyrille for your answers, I am aware of the
discussions in the archive, maybe some more talk brings us further... marius.cyrille henry wrote:
hello,
for what i know, this is a openGL limitation, with no generic
hardware
solution.
cyrille
marius schebella a écrit :
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? what is necessary to get transparency working from all different viewpoints? 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, marius.
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