Timeline for Order-independent rendering of 2D sprites
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Mar 17, 2024 at 6:58 | history | suggested | Holo | CC BY-SA 4.0 |
Added backticks, tagged as draw-order / depth-buffer
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| Mar 17, 2024 at 5:37 | review | Suggested edits | |||
| S Mar 17, 2024 at 6:58 | |||||
| Mar 12, 2024 at 12:29 | history | edited | Kromster | CC BY-SA 4.0 |
added 3 characters in body
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| Mar 11, 2024 at 4:50 | comment | added | Eilan Laken | You're right, I forgot to take into account translucent sprites and sprites with feathered edges; In that case, even manually changing the z-buffer will produce incorrect results without z-sorting first. Order independent transparency is out of the scope of this current iteration and from what I remember, the performance hit outweighs the benefits of the occasional shader switch. TL;DR I'll just sort by [z-value, shader.index] | |
| Mar 11, 2024 at 2:43 | comment | added | DMGregory♦ | The depth buffer can help if your sprites have hard edges and you don't mind stairstep aliasing there (or you can clean it up with an antialiasing pass). If your sprites have soft feathered edges or partial translucency, then it gets more complicated. Order independent transparency is expensive and limited — cheap versions are only approximate and can have strange artifacts. | |
| S Mar 11, 2024 at 2:13 | review | First questions | |||
| Mar 13, 2024 at 22:34 | |||||
| S Mar 11, 2024 at 2:13 | history | asked | Eilan Laken | CC BY-SA 4.0 |