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Crude support for semi-transparent polygons would be quite useful CC @Ross-Batten .
In general, there's no nice way to do this in standard OpenGL, since OpenGL doesn't support order independent transparency; without special CPU-side handling, rendering artifacts are guaranteed. As far as I'm aware, the usual solution to this is:
Render all opaque geometry as usual
Ensure transparent primitives cannot intersect using high level logic ("game logic")
Sort transparent primitives by depth
Render primitives in the sorted order, back to front, with alpha compositing enabled.
We could potentially implement the above in a crude way, by just ignoring step 2 which can't be fixed without heroic efforts. The idea would be:
Add transparency flag to Geometry instances.
Separate transparent Geometry instances into a separate list, sort, and render front to back.
The text was updated successfully, but these errors were encountered:
Thanks, this is interesting - particularly the single pass approximation - displaz is not aiming for realism but utility, so using an approximation would be fine as long as it's not distracting.
Crude support for semi-transparent polygons would be quite useful CC @Ross-Batten .
In general, there's no nice way to do this in standard OpenGL, since OpenGL doesn't support order independent transparency; without special CPU-side handling, rendering artifacts are guaranteed. As far as I'm aware, the usual solution to this is:
We could potentially implement the above in a crude way, by just ignoring step 2 which can't be fixed without heroic efforts. The idea would be:
Geometry
instances.Geometry
instances into a separate list, sort, and render front to back.The text was updated successfully, but these errors were encountered: