Submitted by , posted on 18 July 2000

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The image shows a scene from my lightcycle game, GLtron. Its sole purpose is to show off just how good transparent quads can look when you sort them correctly (i.e. draw them back-to-front). However, it also shows how badly non-anti-aliased lines can look (if anybody has advice on drawing anti-aliased lines in OpenGL that works with most graphics cards, send them my way!).

The code for transparency sorting is not yet in the CVS version of GLtron, but will be in a few days.

Andreas Umbach

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