Re: z buffer issue

"res" <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
> Note also that the previous water mesh in csisland was at the render
> priority 'object2' instead of 'object', this was in order to allow to see
> the objects underwater through the semi-transparent water surface.

Important detail: the water surface appears semi-transparent, but it actually isn't (the blend mode isn't set to alpha blending); rather, the transparency effect is done in the water shader entirely: the “refracted” color is blended with the fog, but since the refraction texture is everything below the water plane, this looks like alpha blending.

Notably, since no actual alpha bleding is performed, the “alpha” render priority, or using a Z buffer mode other than “USE”, is not necessary.

> 
> And note finally that there will clearly be a problem when the camera will
> switch up and under the water surface: the objects that should be drown
> before or after the water surface should a priori be switched too when the
> camera crosses the water. So this would mean having to manipulate
> dynamically the render priority of the objects in the scene? Or adding a
> new god-gifted solution allowing the automated management of transparent
> objects? Or the render priorities would be managed by the mesh generator
> too?

I think switching render priorities can be avoided entirely.

But even if that gets necessary, the mesh generator is the wrong place for that, I think.

-f.r.
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