Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!decwrl!sgi!shinobu!odin!texas.esd.sgi.com!robert From: robert@texas.esd.sgi.com (Robert Skinner) Newsgroups: comp.sys.sgi Subject: Re: Alpha blending ... Keywords: Intersecting polygons, alpha blend Message-ID: <1990Sep5.171056.23011@odin.corp.sgi.com> Date: 5 Sep 90 17:10:56 GMT References: <1990Sep5.151623.12906@ux1.cso.uiuc.edu> Sender: news@odin.corp.sgi.com (Net News) Reply-To: robert@sgi.com Organization: Silicon Graphics Inc., Entry Systems Division Lines: 36 In article <1990Sep5.151623.12906@ux1.cso.uiuc.edu>, gautamm@kandinsky.ncsa.uiuc.edu (Gautam Mehrotra) writes: |> Is there any way I can use the alpha blending hardware to display |> a possibly intersecting set of polygons ?? Since the polygons |> can intersect, I have no way of properly ordering them in z ... |> |> |> thanks, |> gautam I can only assume from the phrase "no way of properly ordering them in z", that you are doing hidden surface elimination with the painter's algorithm, where you paint every polygon from the farthest to the nearest. You should use Z-buffering instead. The Z buffer does hidden surface elimination at each individual pixel, so intersecting primitives are no problem. Its a snap to use, just do this zbuffer( TRUE ); gconfig(); after you open the window, and call zclear() after clear(). The GT does z-buffering as fast as regular polygons, and there is no need to sort your primitives by depth, so your program should run faster. Hope this helps, Robert Skinner robert@sgi.com They are your parent's worst nightmare -- because they ARE your parents. - Radio add about the Jefferson Airplane reunion concert, Berkeley, Sept '89