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alpha face sorting inside single mesh?

alpha face sorting inside single mesh?

2004-03-29       - By Steve Rachels

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Reply:     1     2     3     4     5     6     7     8  

I don't know the answers you're looking for, but that is one cute game
you're building.  Love the Little Guy!


-- -- Original Message -- --
From: "Mads Rydahl" <mads@(protected)>
To: <dir3d-l@(protected)>
Sent: Monday, March 29, 2004 6:05 AM
Subject: [Dir3d-l] alpha face sorting inside single mesh?


> Hi all,
>
> I am creating an old school grid-based 2d digging game for a client, and
for a
> downloadable full screen version, I am making an optimized sw3d version of
the
> game, which displays all the 2d sprites as a single lingo mesh with a
300-500
> faces, using 4 verts/2 faces for each sprite, changing the vertex
positions and
> shaders of moving/animated faces and rebuilding the mesh every frame. The
> decision to use sw3d is simply a means of achieving reasonable performance
in
> full screen on slower systems, and I render the scene using an
orthographic
> camera. All of the shaders use alpha.
> http://www.planet.dk/temp/shrooms.dcr (~300Kb - in development, has known
bugs)
>
> I would like the higher items in my grid to overlap the ones below, and I
> assumed that I would be able to force a certain draw order by offsetting
the
> individual faces in z. However this does not seem to be the case.
> http://www.planet.dk/temp/views.jpg (~60Kb)
>
> I have tried multiple geometrical approaches, including offsetting all 4
verts 1
> unit in z and keeping the camera close by, offsetting 1000+ units,
slanting the
> faces, so that the lower two verts are significantly in front (like this:
> /////), rotating the entire model slightly, you name it... I feel I've
tried
> everything, but I don't understand the logic at work.
>
> It seems like all faces using the same shader are rendered at the same
time, but
> in random or indeterminable order, and all the posts and tests I've read
suggest
> that they'd be sorted and drawn according to their distance from the
camera.
> Would it make sense to use the same monster size texture for all graphics
(and
> just jumble the texturecoordinates) to ensure that difference in shaders
do not
> interfere with the drawing order?
>
> Another weird thing is that this seemingly random render order displays
> consistently strange on both ortho and perspective cameras in the scene.
And
> their order changes every once in a while, but I cannot establish when or
why.
>
> Any help would be greatly appreciated.
>
> /mads


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