Closed GoogleCodeExporter closed 9 years ago
Original comment by normen667
on 18 Oct 2011 at 4:39
Original comment by normen667
on 18 Oct 2011 at 4:39
In 99% of the cases of why depth_write off appears in an Ogre3D material file
is because transparency is enabled. If depth_write is disabled for a 3D model
with multiple layers, such as a structure or character model, the result will
appear very bad as triangles that are supposed to be in the back will appear on
the front and so on. It is useful however for certain models where the triangle
order is known to never cause this artifact or when the model itself doesn't
have many depth layers through which it can be viewed. The chances of this
being applied to a 3D model is higher, therefore applying this change will do
more harm than good. Marked as "WontFix".
NOTE: In the future we may add a specialized "vegetation" rendering mode that
will render the models in two passes, which might fix some of the issues that
people like the OP are having with transparent but not translucent models
Original comment by ShadowIs...@gmail.com
on 18 Oct 2011 at 6:21
Hi, thanks for the comment.
Diable depth write is not widely used. But if a material declares to disable
depth write, I guess the artist do know what he need. The model must have been
well structed. While the model does not display the same as in ogre, it will be
programmers' work to find why we get the different pictures. Then the
programmer will check these code just like what i did, fix it in his own engine
code or add a hack code outside the engine code. It seems to be a little dirty.
Original comment by wujiay...@msn.com
on 20 Oct 2011 at 7:41
:(
I did some homework.
It is not really a good behavior that we can disable depth write in j3m
material but we can not do the same thing in ogre material. Is that because
ogre is not a product of jme?
Original comment by wujiay...@msn.com
on 21 Oct 2011 at 10:04
Original issue reported on code.google.com by
wujiay...@msn.com
on 18 Oct 2011 at 6:06