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Depthsorting in outdoor engines

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Hi, I would like to get some information on depthsorting in outdoor engines like the one in Black & White. I havn''t been able to figure out how to draw my trees, which are meshes btw, and my characters and then all the world polys depthsorted yet. Z-buffer is great, shouldn''t it be possible to do something like it but with support for alpha, like an alpha-buffer which would blend my colors backwards if the pixel I''m rendering is further away then the first, all that in hardware. No more depthsorting Thanks in advance

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Guest Anonymous Poster
z-sort the centers of your objects and draw in one order (front to back or vice versa) or use commutative blending

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