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Crossbones+ - Reputation: 7368
Posted 20 October 2011 - 04:30 AM
Guessing blindly, I would suggest enabling alpha testing and/or depth testing.
It is amazing how often people try to be unique, and yet they are always trying to make others be like them. - L. Spiro 2011
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
I went to my local Subway once to find some guy yelling at the staff. When someone finally came to take my order and asked, “May I help you?”, I replied, “Yeah, I’ll have one asshole to go.”
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Members - Reputation: 214
Posted 05 April 2012 - 06:46 PM
GraphicsDevice.DepthStencilState = DepthStencilState.Default; at the start of your draw method.
Members - Reputation: 127
Posted 30 April 2012 - 06:52 PM
- Painter's Algorithm: Sort from back to front, draw in that order.
- Depth Buffering: Discard pixels that would be behind what's already drawn.
If you want to know how to implement occlusion culling:
- Occlusion Queries (Z-Buffer hierarchy is a good optimization)
- Precomputed PVS and portals