Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!know!zaphod.mps.ohio-state.edu!uwm.edu!dogie.macc.wisc.edu!decwrl!sgi!shinobu!odin!texas.esd.sgi.com!robert From: robert@texas.esd.sgi.com (Robert Skinner) Newsgroups: comp.graphics Subject: Re: A-Buffer source (and plotting lots of triangles)? Message-ID: <10588@odin.corp.sgi.com> Date: 19 Jul 90 16:33:57 GMT References: <1990Jul16.225553.2623@maths.tcd.ie> <1264@idunno.Princeton.EDU> <104 <31667@masscomp.ccur.com> Sender: news@odin.corp.sgi.com Reply-To: robert@sgi.com Organization: Silicon Graphics Inc., Entry Systems Division Lines: 26 In article <31667@masscomp.ccur.com>, mark@masscomp.ccur.com (Mark Thompson) writes: |> Reply-To: mark@calvin.westford.ccur.com (Mark Thompson) |> Organization: Concurrent Computer Corp. Westford MA. |> |> In article <10491@odin.corp.sgi.com> robert@sgi.com writes: |> > [my description of my alpha buffer and Z buffer renderers deleted] |> > |> >The two algorithms produced almost identical images. |> |> I'll bet those images weren't identical when rendering piles of |> overlaping partially transparent objects! right, I didn't bother to implement transparency, because I didn't need it, and I didn't know if I would end up using the Z buffer. The Z buffer algorithm can't do transparency. I stopped just short of stating (what I thought) was obvious. Robert Skinner robert@sgi.com "What can go wrong?" - Calvin & Hobbes