Timeline for directx render order / alpha blend rendering
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 13, 2022 at 14:10 | comment | added | János Turánszki | @KeyC0de For shadow map transparencies, you can use a multiplicative blending state which doesn't require sorting. But do render all transparents after opaques to have a mostly correct occlusion by opaques that don't render colors. | |
| Oct 20, 2021 at 12:48 | comment | added | KeyC0de | @Janos Is this true for shadow map rendering as well (taking into account transparent object depth)? | |
| Sep 11, 2017 at 20:49 | comment | added | L. Terrat | thanks <3 additive blending worked like charm and is exactly what i serached bec i only use it for some small lasers | |
| Sep 11, 2017 at 20:49 | vote | accept | L. Terrat | ||
| Sep 1, 2017 at 16:08 | comment | added | DMGregory♦ | @Bálint: without sorting, there's no guarantee you'll get the right order. Even with a sorted list of objects there are challenges with the order of faces within a single object, or with intersecting/bracketing geometry that's neither fully in front nor behind. | |
| Sep 1, 2017 at 15:44 | history | answered | János Turánszki | CC BY-SA 3.0 |