Particle Engine Depth testing workaround

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5 comments, last by Peacekeeper3 23 years, 4 months ago
Hey! I inplemented a particle engine into my first 3d engine, I render the world first, then I have to turn off depth testing (OGL) before rendering the particles. Is there a way to keep depth testing on?
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is there some type of performance problem or something?

JoeMont001@programmer.net www.polarisoft.n3.net
My HomepageSome shoot to kill, others shoot to mame. I say clear the chamber and let the lord decide. - Reno 911
No, only that since I disabled depth testing while drawing the particles, you can see them thru the floor / walls / etc..
hmm, that''s relatively hard to tell from the screen shot. maybe turn depth testing on but use a painter''s-like algorithm.

JoeMont001@programmer.net www.polarisoft.n3.net
My HomepageSome shoot to kill, others shoot to mame. I say clear the chamber and let the lord decide. - Reno 911
Sorry bad screenshot.



See the explosion? I need to figure out how to clip the parts that are in the floor / wall / etc out, like how quake3 does it.
Enable Z Buffering and disable Z Write.
! can you please go into a little more detail?

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