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True alpha blending needs sorting of all rendered primitives

Open Ybalrid opened this issue 6 years ago • 1 comments

Ybalrid avatar Jun 26 '19 22:06 Ybalrid

Now the rendering parses the scene graph and draw each "mesh" nodes.

Instead of drawing, we should push them to a draw list, and sort the transparent materials out, draw all the opaque/alpha masked meshes, then draw the transparent one in depth order.

Ybalrid avatar Jun 28 '19 12:06 Ybalrid