[gameprogrammer] Re: openglHow
- From: Sami Näätänen <sn.ml@xxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 30 Apr 2007 01:21:13 +0300
On Sunday 29 April 2007, Stephen Smith wrote:
> Do you need to draw transparent objects last, to ensure that "hidden"
> objects are taken into account by GL? (If you see what I mean).
All translucent surfaces has to be drawn last without the depth buffer
writes being enabled. The depth test of course should be enabled.
Even the order they are drawn can form some rounding errors.
In most situations the difference caused by these different drawing
orders is quite small.
This cumulation error can be eliminated or at least minimized by drawing
to an offscreen buffer with at least 64 bit per pixel. Modern hardware
support up to 128 bit per pixel color buffers. Normally using these
more accurate color buffers will slow the drawing so much that it
really is not worth the extra accuracy.
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- References:
- [gameprogrammer] Re: openglHow
- From: Alan Wolfe
- [gameprogrammer] Re: openglHow
- From: Stephen Smith
Other related posts:
- » [gameprogrammer] Re: openglHow
- » [gameprogrammer] Re: openglHow
- » [gameprogrammer] Re: openglHow
- » [gameprogrammer] Re: openglHow
- » [gameprogrammer] Re: openglHow
- » [gameprogrammer] Re: openglHow
- [gameprogrammer] Re: openglHow
- From: Alan Wolfe
- [gameprogrammer] Re: openglHow
- From: Stephen Smith