When rendering a lot of transparent objects ive come across two problems (one is actually caused by the other and vice versa).
1. If i render all instances of the same object using hardware instancing i have problems with alpha blending and alpha testing, but FPS is great (158 frames per second for the same part as in point 2)
2. If i render opaque models still with instancing and transparent ones instance by instance according to their depth in the scene graph everything looks perfect, but the FPS drops to 30 frames per second.
Here is an image showing the problem: The trees are transparent but all the same model. With instancing for everything ~160 FPS, without for transparent objects 30
I used the profiler in visual studio as i expected some issues in my scene graph and/or general rendering process but what i have seen there showed me something entirely different. Rather than trying to describe ill just post two pictures:
For me this means that the actual rendering is completely responsible for the loss of FPS. But how can i change this? In order to get results that are acceptable i have to remove instancing for transparent models but in order to have playable FPS i need to add instancing.
Any help is appreciated
Thanks a lot in advance,