Hello everyone!
As i have been promoted from wiritng physics to reworking the whole scene-graph and rendering part of our engine i am currently working on a lot of stuff all at once. One of the tings is correct sorting of objects to ensure artifact-less transparency. For most of the objects i am thinking about sorting the triangles and not the complete objects, that should give me enough precision for most cases.
But we have one special case in which this will not be good enough: Explosions and other dense particle effects where lots of billboard objects are placed in a small area. And this is where i am currently a little bit stuck. There are some realy complex techniques out there to do this but i am looking for a simple and always working solution.
So does anyone have an idea on how to do this? Maybe a fragment wise sorting technique?
Thanks
As i have been promoted from wiritng physics to reworking the whole scene-graph and rendering part of our engine i am currently working on a lot of stuff all at once. One of the tings is correct sorting of objects to ensure artifact-less transparency. For most of the objects i am thinking about sorting the triangles and not the complete objects, that should give me enough precision for most cases.
But we have one special case in which this will not be good enough: Explosions and other dense particle effects where lots of billboard objects are placed in a small area. And this is where i am currently a little bit stuck. There are some realy complex techniques out there to do this but i am looking for a simple and always working solution.
So does anyone have an idea on how to do this? Maybe a fragment wise sorting technique?
Thanks