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Is Front2Back or even unordered rendering bad (transparency)?

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D3D10: Imagine I render my objects F2B, is it still possible to use alpha blending/transparency (with normal multisample ability)? What if I draw my objects in two different passes. First the half of the objects from z 0.0 to 1.0, then the other half also in the area 0.0 to 1.0 (Both passes F2B). Is it then still possible? Thx, Vertex

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For blending that is order dependent, you must draw back to front. Some blending, like add or multiply, work whichever way you draw.

Standard blending (SRCALPHA, INVSRCALPHA) requires proper back to front drawing for any polygons that overlap, otherwise the math doesn't work. Depending on what you're drawing, this may not be noticeable. Most particle system don't sort all their particles, as they're so fast moving nobody will notice they're wrong.

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Quote:
Original post by Namethatnobodyelsetook
For blending that is order dependent, you must draw back to front. Some blending, like add or multiply, work whichever way you draw.

Standard blending (SRCALPHA, INVSRCALPHA) requires proper back to front drawing for any polygons that overlap, otherwise the math doesn't work. Depending on what you're drawing, this may not be noticeable. Most particle system don't sort all their particles, as they're so fast moving nobody will notice they're wrong.


Thx

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