Transparent triangle sorting
#3
Hi,

I don't think that rendering with only DepthRead is enough (I made a test for it and it does not change the result - the pixels are simply blended in a wrong order).

For this to work I would need to render depth only first. And then I could render with DepthRead and DepthComparison.LessEqual. These steps should result in rendering only the closest faces of an (even concave) object. 

Right now I have a workaround:
1. I have created a RenderingStepsGroup.
2. Added RenderObjectsRenderingStep with filter as suggested.
3. Then I've enabled the blend state - zero for source, one for destination, and add as the operation.
4. Set depth write (this concludes the depth-only rendering step).
5. Create DepthRead as suggested.

Is there an efficient way in DXEngine to render only depth?

You mentioned, that in the new version, sorting triangles will be available. If I want to write something like this on my own, which callbacks can be used? For example, slice-render the object (you have a set of planes and you render based on the distance. these planes are view dependent.).

Thanks,
Janovsky Roman
  


Messages In This Thread
Transparent triangle sorting - by janovrom - 10-26-2021, 10:16 AM
RE: Transparent triangle sorting - by abenedik - 10-27-2021, 11:56 AM
RE: Transparent triangle sorting - by janovrom - 11-01-2021, 03:21 PM

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