I set one big vertex buffer and use it to draw every object(since I have only one texture for now). To draw multiple object using the same vertices, I just change the world matrix every time(something like a sprite). But this seems to cause alpha blend to be weird as the picture shows. Those transparent part of texture are transparent indeed but they won't show content behind them.. What's the possible reason for that?
(sorry the Internet condition here is bad recently, I cannot delete those extra thumbnails..)
direct11 transparency problem
to cause alpha blend to be weird as the picture shows.
What picture?
Do you have the proper render state set? (with relation to blending)
Are you rendering your alpha geometry back to front?
you can see they are transparent to different object(because I set different z value of them; I use OrthographicOffCenter to simulate 2d) but become weird with the same object(which has the same vertex but different world matrix).
Are you rendering your alpha geometry back to front?
I also think it can be this issue, you have to sort each sprite back to front using the Z value to compare them.
Once it's sorted you can generate the vertex buffer and render them correctly.
You don't need to sort additive blending.
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