Original Post
I''m rendering pack of 3d models, using alpha channel of texture for transparency.
Take a look a part of code:
Other one - Big nodel drawn after far models and all fine.
Is it possible to render models without calculating order of rendering to make visible other one, even near model renders first?
P.S. Really i got a wing with one transparent line in the middle (not all like on pics) and it slowly graduate to notransparent
g_pD3DDevice->SetRenderState ( D3DRS_ALPHABLENDENABLE,TRUE); g_pD3DDevice->SetRenderState ( D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); g_pD3DDevice->SetRenderState ( D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA); g_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); g_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);so transparentcy depends on order of model renders. Take a look at this pics. The big one model located near EYE and drawn first in render chain. - I can''t see model located far from view.
Other one - Big nodel drawn after far models and all fine.
Is it possible to render models without calculating order of rendering to make visible other one, even near model renders first?
P.S. Really i got a wing with one transparent line in the middle (not all like on pics) and it slowly graduate to notransparent