today's the day im adding transparency to block game
-
today's the day im adding transparency to block game
............ but first time to chill and watch some YT videos
-
today's the day im adding transparency to block game
............ but first time to chill and watch some YT videos
ok. first step: add multi target rendering support. that's now working
the 3d cursor and item icons have vanished but that's expected
(i'm glad i worked everything out ahead of time and broke the work into small steps so it's less daunting >_>)
-
ok. first step: add multi target rendering support. that's now working
the 3d cursor and item icons have vanished but that's expected
(i'm glad i worked everything out ahead of time and broke the work into small steps so it's less daunting >_>)
i am now compositing the opaque and (empty) transparency passes and converting from linear->srgb in a single shader pass
still looks the same, since there aren't any transparent surfaces yet. although the item icons look kinda cool and messed up now
-
i am now compositing the opaque and (empty) transparency passes and converting from linear->srgb in a single shader pass
still looks the same, since there aren't any transparent surfaces yet. although the item icons look kinda cool and messed up now
i've written the transparency accumulation/reveal render pass for the weighted blended order independent transparency and now it seems to be working! \:D/
now i just gotta fix everything that's broken >_> like the 3d cursor, the block breaking overlay, drop sprites, and inventory icons
but it's working! block game now has order independent transparency support, no sorting required! :D
-
i've written the transparency accumulation/reveal render pass for the weighted blended order independent transparency and now it seems to be working! \:D/
now i just gotta fix everything that's broken >_> like the 3d cursor, the block breaking overlay, drop sprites, and inventory icons
but it's working! block game now has order independent transparency support, no sorting required! :D
oh and right now im just drawing *all* geometry twice and discarding all transparent fragments during the opaque pass, and all opaque fragments during the transparent pass which isn't the best
i should separate opaque and transparent geometry into their own buffers so the gpu only has to process what's necessary for each pass
-
undefined oblomov@sociale.network shared this topic
-
i've written the transparency accumulation/reveal render pass for the weighted blended order independent transparency and now it seems to be working! \:D/
now i just gotta fix everything that's broken >_> like the 3d cursor, the block breaking overlay, drop sprites, and inventory icons
but it's working! block game now has order independent transparency support, no sorting required! :D
@eniko order independent no sorting required transparency? what black magic is this?
-
@eniko order independent no sorting required transparency? what black magic is this?