[T3D 1.1a Bug] Transparent objects from under water don't seem to render properly - RESOLVED
by Richard Ranft · in Torque 3D Professional · 11/30/2009 (7:54 pm) · 6 replies
In advanced lighting the transparent objects seem to render after the water -

and in basic lighting the transparent parts aren't rendered at all -

Changing Transparent Z-Write does other interesting things (changed value on the branch material) -

but has no effect in basic lighting.

and in basic lighting the transparent parts aren't rendered at all -

Changing Transparent Z-Write does other interesting things (changed value on the branch material) -

but has no effect in basic lighting.
About the author
I was a soldier, then a computer technician, an electrician, a technical writer, game programmer, and now software test/tools developer. I've been a hobbyist programmer since the age of 13.
#2
11/30/2009 (8:43 pm)
My bad - yes. These are DTS shapes I placed with the Forest Editor. Completely opaque DTS shapes behave as expected, only shapes with transparency seem to do this - though I haven't tried a regular imported DTS shape yet.
#3
Currently it renders the transparent water then all the transparent trees which is why you get the effect your getting.
Even if we changed the order on the fly you would get some better results, but still not correct. Any transparent object that was both above and below the water would then render incorrectly.
So we haven't addressed this yet... but we're thinking about a good solution that works correctly.
12/01/2009 (7:24 am)
This is the same old what renders first problem.... the transparent shapes or the transparent water?Currently it renders the transparent water then all the transparent trees which is why you get the effect your getting.
Even if we changed the order on the fly you would get some better results, but still not correct. Any transparent object that was both above and below the water would then render incorrectly.
So we haven't addressed this yet... but we're thinking about a good solution that works correctly.
#4
(pseudo)
if camera is underwater = true
then(AlphaBlendinfSlolution1);
if else
then(AlphaBlendinfSlolution?);
i know it far more difficult than that but is this the line of thinking, I'm trying to separate this out in my head a a new programmer trying to solve some real problems.I just didn't want to you think i was undermining the work you have ahead of you with this issue, I just want in on the solution:o)
12/01/2009 (2:07 pm)
If i have time in-between school Ill look into something temporary to get by with hmmmm. I wonder If I can write a shader that would:(pseudo)
if camera is underwater = true
then(AlphaBlendinfSlolution1);
if else
then(AlphaBlendinfSlolution?);
i know it far more difficult than that but is this the line of thinking, I'm trying to separate this out in my head a a new programmer trying to solve some real problems.I just didn't want to you think i was undermining the work you have ahead of you with this issue, I just want in on the solution:o)
#5
06/13/2010 (6:53 pm)
Logged as TQA-361.
#6
08/02/2010 (5:12 pm)
Fixed in 1.1 Beta 2
Associate James Ford
Sickhead Games