Re: Transparency fog?
From: Robert Dunlop [MS MVP] (rdunlop_at_mvps.org)
Date: 11/29/04
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Date: Sun, 28 Nov 2004 21:36:51 -0800
"Joerg Wagner" <wagner@cs.tu-berlin.de> wrote in message
news:OVpv$y70EHA.3468@TK2MSFTNGP14.phx.gbl...
> Just use a vertex shader and alpha blending. Calculate the output alpha
> like a fogging parameter. Pay attention to certain materials already
> containing an alpha factor, this needs some special handling usually both
> in VS and PS.
Note that I would expect this will require sorting geometry from front to
rear prior to rendering, as all objects would now be translucent while the
desired effect should still occlude objects in the distance. Otherwise
undesired blending of distant objects could occur.
Another approach might be to perform two passes, with the first writing only
depth values, and the second pass writing only color (no need to re-write
z).
-- Robert Dunlop The X-Zone http://www.directxzone.org/ Microsoft DirectX MVP ------------- The opinions expressed in this message are my own personal views and do not reflect the official views of the Microsoft Corporation. The MVP program does not constitute employment or contractual obligation with Microsoft.
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