Transparency
- class HPS.Transparency : public IDisposable
This is the Transparency Class
Public Types
- enum Algorithm
Transparency Algorithm
Values:
- None
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.
- Painters
Will produce a completely accurate rendering of transparent objects which are overlapping other transparent objects, but tends to be slow.
- ZSortNicest
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.
- ZSortFastest
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.
- DepthPeeling
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.
- WeightedBlended
Non-sorting technique which blends and approximates transparent objects based on the distance from the camera.
- enum AreaUnits
Transparency Area Units
Values:
- Percent
Transparency Area Units.
- Pixels
Transparency Area Units.
- enum Method
Transparency Method
Values:
- None
This will disable transparency, overriding all other transparency settings and forcing geometry to be opaque.
- Blended
The transparent object will be blended with the color of the underlying object.
- ScreenDoor
This is a pseudo-transparency algorithm that sacrifices visual quality to improve performance.
- enum Preference
Transparency Preference
Values:
- Nicest
Quality should be favored at the possible cost of performance.
- Fastest
Performance should be favored at the possible cost of some loss in image quality.