This is the Transparency Class
No sorting will be performed, but transparent objects will be deferred (drawn on top). If overlapping transparent objects are present the rendering will not be accurate.
Will produce a completely accurate rendering of transparent objects which are overlapping other transparent objects, but tends to be slow.
Sorts every transparent triangle in a shell by its mid-point. This algorithm can result in rendering artifacts at locations where transparent objects intersect with one another.
Sorts transparent tristrips in a shell by the mid-point of the entire tristrip. This algorithm can result in rendering artifacts at locations where transparent objects intersect with one another.
Non-sorting technique based on multi-pass drawing, and leverages hardware acceleration to quickly produce an accurate rendering. Will give varying accuracy and performance results based on the number of 'layers' that are specified by the user.
Non-sorting technique which blends and approximates transparent objects based on the distance from the camera.
This will disable transparency, overriding all other transparency settings and forcing geometry to be opaque.
The transparent object will be blended with the color of the underlying object.
This is a pseudo-transparency algorithm that sacrifices visual quality to improve performance.
Quality should be favored at the possible cost of performance.
Performance should be favored at the possible cost of some loss in image quality.
The documentation for this class was generated from the following file: