You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It's currently not possible to render meshes front-to-back.
it is also be beneficial to skip sorting (fair performance boost) for e.g. alpha blended particles.
See exploration-particle-no-sort
Another useful sort is the y-sort, allowing for objects hiding behind other objects the higher the Y value is.
I think that a material property is the most frequent use case, but I wonder if it's also useful to have it as a render script override as well? We need to find a use case for that before adding it to the render script api.
The text was updated successfully, but these errors were encountered:
JCash
added
task
A task that needs to be performed
editor
Issues related to the Defold editor
engine
Issues related to the Defold engine
labels
Sep 5, 2020
but I wonder if it's also useful to have it as a render script override as well? We need to find a use case for that before adding it to the render script api.
There are scenarios where you have sprites with several different materials, but all of them should be y-sorted. Possibly also mixed with labels and maybe particle effects. Setting the sort order on each material might be ok though? It's not like the sort order will be changed all the time.
Having it as a render script override is not an MVP I think.
Since a render.draw(predicate) will produce batches with different types of renderables, I no longer think the sorting should be set on the material(s).
Instead, it feels more like it should be an option to the render.draw(predicate, options={...}) function.
Having the ability to Y-sort a given predicate (ignoring Z) would be great to solve some otherwise difficult quirks for my card game. Or even sort based on a custom property I can set myself. (I'm working in perspective, so I can't just use Z for this)
It's currently not possible to render meshes front-to-back.
it is also be beneficial to skip sorting (fair performance boost) for e.g. alpha blended particles.
See exploration-particle-no-sort
Another useful sort is the y-sort, allowing for objects hiding behind other objects the higher the Y value is.
I think that a material property is the most frequent use case, but I wonder if it's also useful to have it as a render script override as well? We need to find a use case for that before adding it to the render script api.
The text was updated successfully, but these errors were encountered: