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When PDB geometry is rendered, there are so many overlapping spheres that the alphas accumulate to essentially be totally opaque. They don't look transparent. This can happen with any type of geometry but PDBs are easy to see the problem.
Acceptance Criteria
We want roughly the frontmost faces of an agent to show transparency and hide the complexity of the possible transparent layers behind it. At least on a per agent basis but possibly globally.
Details
Consider implementing a second depth buffer to handle transparency, and then generate a color buffer to be blended with the regular opaque geometry as an overlay.
The text was updated successfully, but these errors were encountered:
Use Case
When PDB geometry is rendered, there are so many overlapping spheres that the alphas accumulate to essentially be totally opaque. They don't look transparent. This can happen with any type of geometry but PDBs are easy to see the problem.
Acceptance Criteria
We want roughly the frontmost faces of an agent to show transparency and hide the complexity of the possible transparent layers behind it. At least on a per agent basis but possibly globally.
Details
Consider implementing a second depth buffer to handle transparency, and then generate a color buffer to be blended with the regular opaque geometry as an overlay.
The text was updated successfully, but these errors were encountered: