alpha face sorting inside single mesh? 2004-03-29 - By Steve Rachels
Back 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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