From guest  Tue Feb 22 09:33:04 1994
From: Bernd Froehlich <bernd@viswiz.gmd.de>
Message-Id: <9402221633.AA09760@viswiz.gmd.de>
Subject: Transparency
To: info-performer@sgi.sgi.com
Date: Tue, 22 Feb 94 18:18:09 MET
Status: OR


Hello,

how is transparency realized in Performer? 
In GL one has to render the opaque polygons first, then
the transparent ones in decreasing order of distance from
the eyepoint. Sorting is usually too expensive, so
just drawing the opaque polygons first and the
transparent ones last is ok for most cases. 
Is this supported in Performer and how?

Thanks

--Bernd

bernd@viswiz.gmd.de



From guest  Tue Feb 22 10:36:31 1994
Message-Id: <9402221835.AA17909@surreal.asd.sgi.com>
To: Bernd Froehlich <bernd@viswiz.gmd.de>
Cc: info-performer@sgi.sgi.com
Subject: Re: Transparency 
In-Reply-To: Your message of "Tue, 22 Feb 94 18:18:09 +0700."
             <9402221633.AA09760@viswiz.gmd.de> 
Date: Tue, 22 Feb 94 10:35:04 -0800
From: Jim Helman <jimh@surreal>
Status: O


By default, Performer draws all transparent geosets and
billboards (which are usually transparent) last.  The
rendering order is less important when using multisample
transparency (msalpha == screendoor) than when using
blendfunction.  But with blended alpha, you pick up the
color of the last thing drawn behind the partially
transparent object, which is often not the correct
backdrop.  Fortunately, msalpha is our default on Reality
Engine.  The downside is fewer alpha levels.

Note that node draw callbacks disable the draw-last feature
since the geometry in the subgraph rooted at that node must
be drawn within the scope of its pre/post draw callbacks.

If anyone has a need for better sorting, e.g. someone needs
lots of blended alpha billboards, they should contact us.
We have ways.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151

  From: Bernd Froehlich <bernd@viswiz.gmd.de>
  Subject: Transparency
  To: info-performer@sgi.sgi.com
  Date: Tue, 22 Feb 94 18:18:09 MET
  
  
  Hello,
  
  how is transparency realized in Performer? 
  In GL one has to render the opaque polygons first, then
  the transparent ones in decreasing order of distance from
  the eyepoint. Sorting is usually too expensive, so
  just drawing the opaque polygons first and the
  transparent ones last is ok for most cases. 
  Is this supported in Performer and how?
  
  Thanks
  
  --Bernd
  
  bernd@viswiz.gmd.de
  
  
  







From guest  Mon Apr 11 11:13:01 1994
Date: Mon, 11 Apr 94 13:05:32 CDT
From: reedwhit@skips.dseg.ti.com (Reed Whittington)
Message-Id: <9404111805.AA28700@skips.dseg.ti.com>
To: iris-performer@sgi.sgi.com
Subject: Alpha/Trans Defaults
Status: OR



I'm making enhancements on some gl code and trying to get 
alpha texture rendering tuned on an RE2 to work as well
as Performer's defaults.

I would like to know Performers defaults for mssize, msalpha,
blendfunction/afunction ... to enable the "best looking"
alpha/transparency rendering for a Onyx (5.2 IRIX) RE2 w/ 4RMs.

Thanks, Reed

---------------------------------------------------------------------
Reed Whittington                              reedwhit@dseg.ti.com
Texas Instruments          Visual Simulation Technology Development
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