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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
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
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