gltf-viewer-rs
gltf-viewer-rs copied to clipboard
Transparency
It helps for separate primitives for which it's obvious which one is closer to the camera but still does not really look good for :
- Primitives whose center and dimensions are similar
- Triangles of a same primitive
For the first I guess I could change the computation for the distance from the camera to not take the center of the primitive but the depth of the nearest vertex of the primitive.
For triangles there is not much I can do that would not cost a lot anyways