I'm currently implementing the seperate forward pass after the opaque geometry (deferred) for rendering transparent alpha blended geometry.
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and setting DepthEnabled and DepthWrite off.
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
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#3lipsryme
Posted 06 July 2012 - 11:57 AM
I'm currently implementing the seperate forward pass after the opaque geometry (deferred) for rendering transparent alpha blended geometry.
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and setting DepthEnabled and DepthWrite off.
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and setting DepthEnabled and DepthWrite off.
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
#2lipsryme
Posted 06 July 2012 - 11:56 AM
I'm currently implementing the seperate forward pass after the opaque geometry (deferred) for rendering transparent alpha blended geometry.
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and deactivating DepthWrite
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and deactivating DepthWrite
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
#1lipsryme
Posted 06 July 2012 - 11:55 AM
I'm currently implementing the seperate forward pass after the opaque geometry (deferred) for rendering transparent alpha blended geometry.
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and deactivating DepthWrite
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22
Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm currently doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and deactivating DepthWrite
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
http://cl.ly/1o423J311Y302b1w3P22