There’s not much new information, but on the left you have the figure without Transparency Blending, which is comparatively easy on the eye (or would be if diffuse lighting were working correctly,) on the right, the problems occur.
http://img394.imageshack.us/img394/8883/compare2pr.gif
[quote]Sorry, but getting someones source code to compile is way to much work. In particular since I’m guessing I have to download and intall java3d and possible java5. If you had a screenshot I could look at it.
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Java3d yes, I don’t think java5. So much for write once, run anywhere…
[quote]Java3d should have it somewhere in one of the Appearances attributes. It allows you to process or reject an incoming fragment depending on its alpha value. You can use it by rendering the geometry twice. First only processing opaque pixels with depth write on. The second pass rendering only transprent pixels with depth write off. That would look good in most cases, but are still not perfect.
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[quote]You don’t have to. Java3D allows you to change the geometry every frame. By rearanging the triangles in a back to front fasion using a bsp, you can sort the triangles within a Shape3D perfectly. Note that only sorting the triangles is not enough. Triangles can be overlapping in such a way that sorting is impossible. Then you need to split it up wich is what the bsp is for.
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That should prove most useful, if I knew where and how to access and sort the geometry in this fashion, though I’m reasonably confident I can figure out the Appearance class. Could you point me in the right direction on the class/methods needed?
(Since you seem to be formidably informed, would you have any idea what could cause diffuse lighting to switch from 100 to 0% across an entire model depending on which way you look at it (except, for some bizarre reason, a tiny patch on the left rim of the helmet?))
EDIT: Oh, right, binary space partition.