Hi, I have never had the issue with rendering transparent surfaces, but now I do, and I would like to ask how did any of you tackle this issue?
Thanks.
- Tim
Hi, I have never had the issue with rendering transparent surfaces, but now I do, and I would like to ask how did any of you tackle this issue?
Thanks.
Sorting each triangle is often too expensive and not needed, you may go for a coarser sort grain.
You could just do fast “bucket sort”.
Divide the z-depth to several slices and put each triangle(by it center) in the correct bucket.
512 slices would be enough for most geometries.
It will be fast.
Ido
Thanks guys. I think I like the “bucket sort” idea, it seems easy, and doesn’t seem to have huge overhead (superficial thinking right now).
I will go implement it now.
Thanks again.
Tim