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Mountain 3d model transparent
Mountain 3d model transparent







However drawing in the wrong order is slightly less ugly then not rendering at all. If they did then transparent objects would have seemingly random parts of the mesh hidden when you would expect them to show up behind other parts, basically the inverse of what happens now with parts rendering on "top" when they shouldn't. However since only one depth is recorded at a time transparent objects tend to not write to the zbuffer. This means no matter what order you render opaque objects the end result is the same! This also means when you want to change the order things render in. If it is, it gets skipped, if it's closer it renders and overwrites that recorded depth. As each object gets rendered it tests if each pixel being rendered is further away than the previously rendered objects.

mountain 3d model transparent

The solution that graphics programmers came up with for this is the zbuffer, which records the depth from the screen something was rendered at each pixel.

mountain 3d model transparent

3D meshes can, but the order each triangle is rendered in isn't sorted by depth! They're intentionally not sorted for efficiency reasons, and even if you did you could still have two polygons intersecting each other which just sorting per-triangle wouldn't solve. The main difference is z buffer depth sorting.įor sprites the order they're rendered is all that matters, but sprites don't intersect, or have different parts that can overlap within themselves. Sorting Layer does work exactly the same way as it does on sprites, but how meshes and sprites are rendered is very different thus the results look completely different or like the sorting layer isn't working.









Mountain 3d model transparent