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Transparency and textures

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In such problems I suggest to put everything in one project and then use VectorJump commands to control the drawing order. I used that to make the terminal at Schiphol and it works fine.But indeed the problem is the z-buffeting as I indicated above (and OliMinch said the same in different words). But to add to this, for complex objects it can also happen in one single object. Then it has nothing to do with the reference point (as there is only one), but it is the drawing order of the different object.To come back to Gorans macro.I had a look at it last evening, and after changing the drawing order a bit, here is the result:http://home.wanadoo.nl/arno.gerretsen/pics/goran1.jpghttp://home.wanadoo.nl/arno.gerretsen/pics/goran2.jpgI changed the gray color of the middle section to blue so you can see the result better. The red texture is DXT1, with two quadrants transparant and the green texture is DXT3 with each quadrant a different level of transparancy.I think everything works fine now (I don't see any strange effect left). The different look of some of the textures is because they are applied to a transparant material and therefore get a greater level of transparancy.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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  • Commercial Member

Just had another thought about the TransformCall. I think it makes it more complicated. Because the RefPoint is then at a different place then the object. So it might solve the problem from one point of view, but from another point it will have probably gotten worse, as the object is not at its RefPoint anymore.So the best thing is to try to put the RefPoint always near the middle of the object. For really complexed objects where this is not enought, the drawing order needs to be controlled, but this means that the different objects must be in one Area block.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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