Hello everyone,
After a long break, I decided to get back to work on my engine. I got into the 3d stuff (just to feel I was actually acieving something ;)), and as I progressed, I got a little confused about some things.
I'm not sure how the SceneNodes are intended to be used for more complex meshes, particularly in regard to alpha rendering.
What I've been doing so far, is divide a mesh into subsets by material. Should be easy enough to determine alpha per subset, but should each subset then be a scenenode? Or should I just add an entire mesh using a transparant material to the alpha rendering list?
It would seem to me that making each subset a separate node would make somthing like animation more complex, but adding the entire object to the aplha list seems somewhat crazy, too, since determining distance for transparant objects could mess some things up here. I can imagine two large objects with transparant subsets, and the transparant subset of the farthest object actually being closer to the viewport. I'm guessing that could mess up the rendering order.
Does what I'm saying make any sense? lol
Kind regards,
David
After a long break, I decided to get back to work on my engine. I got into the 3d stuff (just to feel I was actually acieving something ;)), and as I progressed, I got a little confused about some things.
I'm not sure how the SceneNodes are intended to be used for more complex meshes, particularly in regard to alpha rendering.
What I've been doing so far, is divide a mesh into subsets by material. Should be easy enough to determine alpha per subset, but should each subset then be a scenenode? Or should I just add an entire mesh using a transparant material to the alpha rendering list?
It would seem to me that making each subset a separate node would make somthing like animation more complex, but adding the entire object to the aplha list seems somewhat crazy, too, since determining distance for transparant objects could mess some things up here. I can imagine two large objects with transparant subsets, and the transparant subset of the farthest object actually being closer to the viewport. I'm guessing that could mess up the rendering order.
Does what I'm saying make any sense? lol
Kind regards,
David