today's the day im adding transparency to block game
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today's the day im adding transparency to block game
............ but first time to chill and watch some YT videos
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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 >_>)
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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
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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
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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
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undefined oblomov@sociale.network shared this topic on
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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?
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@eniko order independent no sorting required transparency? what black magic is this?
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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
got the block break decal working on transparent surfaces, which was a little bit of an ordeal
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got the block break decal working on transparent surfaces, which was a little bit of an ordeal
3d cursor's back. slight downgrade in its visuals (it's no longer dimmed when obscured) but i'm more than happy to live with that for the time being
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3d cursor's back. slight downgrade in its visuals (it's no longer dimmed when obscured) but i'm more than happy to live with that for the time being
fixed the block icons. still gotta do entity icons though
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fixed the block icons. still gotta do entity icons though
and entity icons are fixed now too :D
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and entity icons are fixed now too :D
I made a SceneRenderer class and both the main renderer and the item icon renderer now use that so icons should be more robust in the future
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I made a SceneRenderer class and both the main renderer and the item icon renderer now use that so icons should be more robust in the future
