Garrett Johnson
Garrett Johnson
@Mugen87 > I'm not sure about the best design right now. This needs some experimenting and studying. I think it's also worth to check how other engines solve this issue....
> As a (temporary?) workaround I changed `frustumCulled` to `false` by default. #18464 Should the same temporary fix be done for `SkinnedMesh`, as well? It suffers from the same problem....
> IMO, the proper behavior would be for Mesh A to render before Mesh B in both of your examples. Oops you're right -- I've updated the above example to...
@WestLangley I've updated the PR to show how encoding the group hierarchy as a string might look so objects can be sorted taking the hierarchy of parents render order into...
Great! > I stand by what I said above. I expect there can be edge cases, but I'd expect it to work correctly in 'common' use cases. Okay if, as...
> Users can always emulate sorting groups by having multiple scenes. Unfortunately this isn't really a suitable workaround, either, because lighting information from the primary scene can't be used when...
@mugen87 Sorry for taking a bit to describe my use case. I'm building an application for visualizing robotics and their environment along with an API that allows users to add...
After thinking about this a bit more I think it might be best to develop a new class for sub-hierarchy-rendering rather than trying to reinvent the current one so here...
> Can you please explain the difference between RenderGroup and SortingGroup (which was discussed here #14433) I did see that PR -- the behavior wasn't immediately clear to me looking...
I've created #18599 which implements what I've described using a different approach from #14433 -- feedback appreciated!