Original Post
As topic. Common observation for single and overlapping transparent characters: Only front facing polygons visible (like normal solid character) Observation for single transparent character: Character parts and accessories rendered with correct z-depth result, e.g. the shoulder equipment covering the character shoulder as in solid rendering. Observation for overlapping transparent characters: In the same character, same result as in single transparent character. Across the overlapping characters, the behave like normal alpha blending result, e.g. the character penetrated into another character is rendered. My try to archive the single transparent character is by using 2 passes, 1st with depth write only then 2nd with normal alpha blending. Though this cannot archive the overlapping solution. Anyone have an idea on how to archive both result? (p.s. multiple render target is not required as WoW can render the result on GPUs with only 1 render target)



