Game Development Community

Transparancy isues in TGE?

by Sam Horton · in Technical Issues · 02/12/2006 (5:48 pm) · 2 replies

Does anyone have any info about the transparancy/sorting issues that TGE has when rendering models which contain alpha textures. Most of the responses I could find only apply to the max exporter using the SORT:: prefix. In the documentation however, it says this should only be attempted for really simpe geometry such as a crate or box.

Is this something we could fix by working directly with the scenegraph, or is it not worth worrying about (is it even an issue in TSE). It should be possible as I've used open GL demos that have perfect alpha support even on the most insane geometry.

#1
02/13/2006 (7:51 am)
You might have seen alpha-test, which is different than alpha blending. Out of the box, TGE only does alpha blending, with does cause sorting problems. With a few code changes, it's possible to add alpha-test support (hackish, but it works).
#2
02/13/2006 (8:51 am)
Thanks Manoel, this is a great lead! After some checking around for alpha-test, I found this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=7484

It involves making some small modifications to the source to turn off alpha blending. It doesn't specify what source file I should modify but I was looking through all of them and tsMesh.cc looks promising. There seem to be quite a few places where I could make these modifications. Specifically, I'm trying to target dts shapes (trees etc..) that have alpha textures.

Does anyone know of the best place to make the adjustments? I'm looking to add something similar to what's in the first post in the link above.