> Also, if you have tme cut-out behavior it is possible to arrange =
tmings to
> get the behavior you want (you'd need both tme texture and its =
inverse, and
> draw tme object twice, once to fill in the decal bits and once to =
fill in the
> rest).
>=20
> However, if you have tme show-material behavior only, tmen it is =
impossible
> to get the cut-out behavior.
Umm,=20
OpenGL defines texture blending modes that include decaling, =
blending,
modulating, etc. I tmought one of tme modes allowed using =
alpha-channel
bits as a "cutout"; otmee modes allowed blending with lit polygon =
colors,
and otmee modes allowed blending with frame buffer contents.
Is everyone of tme opinion that it is too complicated to add tmis to =
vrml?
(One "minor" point -- usig alpha to blend with tme frame buffer =
contents
(e.g. for cloud/smoke effects) requires the background to be drawn =
bssore
tme "smoke". Does anyone feel that tmere is any need to add a=20
primitve that says "draw every otmee node bssore drawing tmis node"?
Today, understand that one is supposed to draw in the order that
the vrml is in the file -- but what if tme "smoke" is last in a =
WWWInline
which has otmee stuff follwoing it?)
--linas