I have a curve of orbs created with quads and a transparent texture and they’re not looking quite right. I’m using BillboardNodes set to CAMERA_ALIGN and in one direction of my curve it looks mostly correct…but in the other direction it looks not so good.
To illustrate here’s a screen shot looking one direction http://conjuredcode.com/trouble/somecorrect.jpg and then one looking the other direction http://conjuredcode.com/trouble/notcorrect.jpg.
Help? Please? :?
Tried it with a different image and it looks like the front of the quad is transparent, but when looking at it from the back it is not. :?
are the quads in the transparent queue? cause it looks like a sorting problem
MrCoder said:
are the quads in the transparent queue? cause it looks like a sorting problem
At some point while troubleshooting this I removed that line from the code... I put it back in after reading your suggestion and it's working now. :)
However, it only works if a model bound is set, and it is in the transparent queue. My initial code did not have a model bound set on the quads, but it did have them in the transparent queue. It seems that a Quad or a Disk with an AlphaState lacking either bounding volume or transparent queue show up transparent when viewed from the front, but not transparent when viewed from behind.
Thanks MrCoder! :D
twibberjix said:
It seems that a Quad or a Disk with an AlphaState lacking either bounding volume or transparent queue show up transparent when viewed from the front, but not transparent when viewed from behind.
when I say "not transparent" I mean alpha values are ignored - black still works.
I really like that effect, looks very shiny I mean the ones that look correct, not the problem ones
The bounding volume is required to do the sorting. Therefore, if there is a missing bounding, that object won't be sorted.