sounds pretty good what Rob and Xenobond said. alphatest = 0/1 decision is fast and can be treated same as regular geometry. It's also compatible with deferred shading, if the engine does that sort of stuff. Ie. no worries. alphablend = the "sorting" issue as mentioned. Basically Rob summed all the sorting options, whether…
order independent transparency techniques have been around for long, mostly as they are important for vis stuff outside games. The problem is the techniques are not the lightest on the hardware and often require a bit more fancy setup. I.e. its cool for CAD/Medical where you have just one type of object you show, but in…
that final fantasy shot is very interesting i have no idea whats going on there. my philosophy is stay away from transparency as far as you can. - id always choose to add an extra N-amount of triangles to model each hair or tooth or burned wall carpet or curtain before i use alpha. -id always choose to have the hair or…
I was having a conversation with a co-worker last week about transparencies. I found out that we both have pretty different ideas about how to handle transparencies and I wasn't sure what was hearsay, fact or just plane BS. We're out of the office until after the first of the year and we'll probably get back on the subject…
One disclaimer I will give, for my post and ALL others (except maybe if crazy butcher or Ryan Clark post), is that we are not graphics programmers. It does NOT mean graphics programmers are always right (they're not), but it does mean we can very possibly be wrong, since we cannot work or discover at as a nuts-and-bolts…