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#ActualKaptein

Posted 19 September 2012 - 06:19 PM

this is one of the unfortunate problems we all have, with i think any rasterizer
its too bad, that we "arent there yet", when it comes to 3d graphics Posted Image
and for at least a decade more the graphics will be rendered in the same exact way..
for most problems you can hack together a solution, like the plethora of anti-aliasing solutions, GI, SSAO.. all hacks Posted Image

in my experience, i have no solution to your problem except to zsort particles and anything else that uses alpha
the alternative as stated above is to turn off depth writes, however..

what's even harder is fading out the world, because you really don't want to do that in the frag program of each vertex!
so, i had the not so good idea to fade the world in the screenspace shader, which relies on depth testing again!
well, as you can imagine that also creates some interesting problems:
being above clouds ruins depth (can't turn off depth write or the clouds will ignore mountains sticking up over them
being underwater ruins depth (it's not like i can turn off depth write here)
any particles etc. also ruins depth (but you can cheat and turn it off)
so what am i to do? i don't know Posted Image but if anyone knows, PLEASE do tell! Posted Image

edit: oh, i forgot to mention that any object that doesnt depth-write would be faded out with the depth of the object behind it Posted Image
such a small problem, but no solutions!
i have tried running the screenspace world-fader before any objects.. but then i would lose any depth-information on the screen

#3Kaptein

Posted 19 September 2012 - 06:17 PM

this is one of the unfortunate problems we all have, with i think any rasterizer
its too bad, that we "arent there yet", when it comes to 3d graphics Posted Image
and for at least a decade more the graphics will be rendered in the same exact way..
for most problems you can hack together a solution, like the plethora of anti-aliasing solutions, GI, SSAO.. all hacks Posted Image

in my experience, i have no solution to your problem except to zsort particles and anything else that uses alpha
the alternative as stated above is to turn off depth writes, however..

what's even harder is fading out the world, because you really don't want to do that in the frag program of each vertex!
so, i had the not so good idea to fade the world in the screenspace shader, which relies on depth testing again!
well, as you can imagine that also creates some interesting problems:
being above clouds ruins depth (can't turn off depth write or the clouds will ignore mountains sticking up over them
being underwater ruins depth (it's not like i can turn off depth write here)
any particles etc. also ruins depth (but you can cheat and turn it off)
so what am i to do? i don't know Posted Image but if anyone knows, PLEASE do tell! Posted Image

edit: oh, i forgot to mention that any object that doesnt depth-write would be faded out with the depth of the object behind it :)
such a small problem, but no solutions!

#2Kaptein

Posted 19 September 2012 - 06:08 PM

this is one of the unfortunate problems we all have, with i think any rasterizer
its too bad, that we "arent there yet", when it comes to 3d graphics Posted Image
and for at least a decade more the graphics will be rendered in the same exact way..
for most problems you can hack together a solution, like the plethora of anti-aliasing solutions, GI, SSAO.. all hacks Posted Image

in my experience, i have no solution to your problem except to zsort particles and anything else that uses alpha
the alternative as stated above is to turn off depth writes, however..

what's even harder is fading out the world, because you really don't want to do that in the frag program of each vertex!
so, i had the not so good idea to fade the world in the screenspace shader, which relies on depth testing again!
well, as you can imagine that also creates some interesting problems:
being above clouds ruins depth (can't turn off depth write or the clouds will ignore mountains sticking up over them
being underwater ruins depth (it's not like i can turn off depth write here)
any particles etc. also ruins depth (but you can cheat and turn it off)
so what am i to do? i don't know Posted Image but if anyone knows, PLEASE do tell! Posted Image

#1Kaptein

Posted 19 September 2012 - 06:00 PM

this is one of the unfortunate problems we all have, with i think any rasterizer
its too bad, that we "arent there yet", when it comes to 3d graphics :)
and for at least a decade more the graphics will be rendered in the same exact way..
for most problems you can hack together a solution, like the plethora of anti-aliasing solutions, GI, SSAO.. all hacks :)

in my experience, i have no solution to your problem except to zsort particles and anything else that uses alpha
the alternative as stated above is to turn off depth writes, however..

what's even harder is fading out the world, because you really don't want to do that in the frag program of each vertex!
so, i had the not so good idea to fade the world in the screenspace shader, which relies on depth testing again!
well, as you can imagine that also creates some interesting problems:
being above clouds ruins depth (can't turn off depth write or the clouds will ignore mountains sticking up over them
being underwater ruins depth (it's not like i turn off depth write here)
any particles etc. also ruins depth (but you can cheat and turn it off)
so what am i to do? i don't know :) but if anyone knows, PLEASE do tell! :)

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