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transparency [2020/01/09 09:33] – [Transparency] admin | transparency [2020/01/30 23:27] – [Materials] admin | ||
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====== Transparency ====== | ====== Transparency ====== | ||
- | Version: 0.8.1 | + | __Version:__ 0.8.1+ |
Transparency rendering is a huge topic in 3D development. | Transparency rendering is a huge topic in 3D development. | ||
- | A great deal of effort has been put into finding a perfect solution to the problem of correctly | + | A great deal of effort has been put into finding a perfect solution to the problem of correctly |
The most common but most bad solution is transparency sorting. | The most common but most bad solution is transparency sorting. | ||
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[[https:// | [[https:// | ||
- | The result is incorrect, which some of you already found out by using multiple components of a TTextLayer3D. FMX renders artifacts if rendering | + | The result |
+ | |||
+ | Many other methods also have their difficulties in incorrectness, | ||
+ | * Depth Peeling by A-Buffer | ||
+ | * Depth Peeling by linked lists | ||
+ | * Moment-Based OIT | ||
===== Order-Independent Rendering ===== | ===== Order-Independent Rendering ===== | ||
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=== Transparency-Limit === | === Transparency-Limit === | ||
- | Weighted Blended Order-Independent Transparency do not know zero transparency colors. This means, if you expect a nearly not-transparent object to be renderedm, it may lead to overlay problems. Declare an object as " | + | Weighted Blended Order-Independent Transparency do not know zero transparency colors. This means, if you expect a nearly not-transparent object to be rendered, it may lead to overlay problems. Declare an object as " |
=== OpenGL Version === | === OpenGL Version === | ||
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</ | </ | ||
+ | === Alternatives === | ||
+ | |||
+ | For many 3D FMX components we provide alternatives, | ||
+ | |||
+ | * TGorillaCube | ||
+ | * TGorillaSphere | ||
+ | * TGorillaCylinder | ||
+ | * TGorillaPlane | ||
+ | * TGorillaTextLayer3D (also optimized for android platform) | ||
+ | |||
+ | ==== Materials ==== | ||
+ | Besides component' | ||
+ | |||
+ | Any extended material of TGorillaDefaultMaterial is able to write that data to the bound framebuffer object. | ||
+ | |||
+ | You can of course write your own shader. But you'll need to write the compressed fragment color (RGBA) and the alpha | ||
+ | value (R8) to separated Render targets. | ||
+ | |||
+ | Next step: [[layer3d|2D FMX components]] |