I’ve got a question.
I render 4 Planes (ofPlanePrimitive) with textures (all 4 textures are the same).
The first plane is at (0,0,0).
the second plane is at (0,10,10);
the 3rd plane is at (0,20,20);
and so on.
Now I want to render this.
But when I draw first the 1st plane after this the 2nd plane and after this the 3rd plane I get this:
But when I draw at first the 3rd plane after this the 2nd plane and finaly the 1st, it looks correct.
Why ist this?
Its a bit tricky to tell, but I think that it might not be alpha blending at all, and instead it’s just that the layering order makes it seem as if it is.
Hi , did you activated the depth test? if not use
beware that depth test is expensive so you might want to disable it once you have used it.
Thanks for your response.
I think the problem is the rendering-order. It’s a known porblem:
Something about her:
Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing.
Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittanc...