Timeline for directx render order / alpha blend rendering
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 11, 2017 at 20:49 | vote | accept | L. Terrat | ||
| Sep 1, 2017 at 16:20 | comment | added | DMGregory♦ | As an aside, why would a sorted collection of translucent objects to render require repeated allocation & deallocation? Since you're using this list every frame, you can simply keep it persistent, with enough capacity to handle your most demanding case. This also saves much of the sorting cost, since barring a camera teleport, the order this frame should be mostly similar to the order from last frame, generally requiring less fixup than a worst-case n•log(n) sort. Algorithms like insertion sort can handle these almost-sorted lists quite efficiently. | |
| Sep 1, 2017 at 15:44 | answer | added | János Turánszki | timeline score: 2 | |
| Sep 1, 2017 at 15:38 | history | edited | Bálint | CC BY-SA 3.0 | added 39 characters in body |
| Sep 1, 2017 at 15:28 | history | asked | L. Terrat | CC BY-SA 3.0 |