Jinnywitha Cleanslate Posted October 22, 2014 Share Posted October 22, 2014 I am just decorating my club for an event in a few days time, and there are a lot of transparencies (curtains, venetian masks, and the like) in the club. I keep meaning to ask, but never used so many at once, and they mostly disappear once layered. Is there a way to stop this happening, so all the layers in the decor can be seen and enjoyed? Thanks in advance. Link to comment Share on other sites More sharing options...
Kelli May Posted October 22, 2014 Share Posted October 22, 2014 I believe that it's an issue with the way OpenGL deals with alphas, and something that can't be fixed in SL as things stand. Link to comment Share on other sites More sharing options...
Qie Niangao Posted October 22, 2014 Share Posted October 22, 2014 Surfaces that are intended to blend transparencies will have this "alpha sorting" problem, but if there are any partially-transparent surfaces that are, per pixel, all-opaque or all transparent, those can be made immune from the sorting problem by setting them to use "Alpha Masking" instead of "Alpha Blending" and then tweaking the threshold for what alpha level is to be rendered opaque. Be aware, however, that this minimal use of "Materials" causes Mesh accounting of Land Impact, so it's probably safest to first flip the object's physics to Convex Hull (or None). Link to comment Share on other sites More sharing options...
Suspiria Finucane Posted October 24, 2014 Share Posted October 24, 2014 Qie Niangao wrote: Surfaces that are intended to blend transparencies will have this "alpha sorting" problem, but if there are any partially-transparent surfaces that are, per pixel, all-opaque or all transparent, those can be made immune from the sorting problem by setting them to use "Alpha Masking" instead of "Alpha Blending" and then tweaking the threshold for what alpha level is to be rendered opaque. Be aware, however, that this minimal use of "Materials" causes Mesh accounting of Land Impact, so it's probably safest to first flip the object's physics to Convex Hull (or None). Excellent Qie Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now