jahow Posted April 11, 2015 Share Posted April 11, 2015 Glad you like it! and sorry about the ugly playground scene Quote Link to comment Share on other sites More sharing options...
fenomas Posted April 12, 2015 Author Share Posted April 12, 2015 Thanks guys (Pixel is awesome we decided to choose Lucy:)) Heh, I only said that because a game developer I know really did name his daughter Pixel. I always wonder if she'll wind up liking it. Just a side note, we DO sort back to front transparent objects:https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Rendering/babylon.renderingGroup.ts#L45 Perhaps I'm just being stupid again, but if a list of transparent objects is already being sorted, why not sort particle systems (not particles) into that list, and render them as if they were a transparent object (located at the system's emitter)? Quote Link to comment Share on other sites More sharing options...
jahow Posted April 13, 2015 Share Posted April 13, 2015 I didn't know about renderingGroupId, it's an awesome feature. I've documented it in the article about transparency & rendering order. Perhaps I'm just being stupid again, but if a list of transparent objects is already being sorted, why not sort particle systems (not particles) into that list, and render them as if they were a transparent object (located at the system's emitter)? That would be great, although it looks like it would need some serious refactoring of the RenderingManager and RenderingGroup classes. Which means, I wouldn't personally dare attempt it by fear of wreaking havoc in the rendering engine... Basically particle systems (just as sprite managers) do not derive from the Node class, as meshes do. It's a different system, so mixing them to do depth-sorting is not an easy task. At least that's my conclusions by reading the sources. But yeah, that would be an awesome addition! Quote Link to comment Share on other sites More sharing options...
fenomas Posted April 13, 2015 Author Share Posted April 13, 2015 That would be great, although it looks like it would need some serious refactoring of the RenderingManager and RenderingGroup classes. Which means, I wouldn't personally dare attempt it by fear of wreaking havoc in the rendering engine... Well, ParticleSystems have an emitter property which can be a node, so I'd envisioned something like a proxy. But I'm only asking if it's possible. I gather, for example, that particles usually use a different blend mode than transparent textures, so I don't know if that would prevent them from being composted together, etc. Quote Link to comment Share on other sites More sharing options...
fenomas Posted April 19, 2015 Author Share Posted April 19, 2015 Perhaps I'm just being stupid again, but if a list of transparent objects is already being sorted, why not sort particle systems (not particles) into that list, and render them as if they were a transparent object (located at the system's emitter)? Just wondering if any core devs had thoughts on this! Quote Link to comment Share on other sites More sharing options...
fenomas Posted May 3, 2015 Author Share Posted May 3, 2015 Hi, just wondering if this was seen Quote Link to comment Share on other sites More sharing options...
jerome Posted May 3, 2015 Share Posted May 3, 2015 lol Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 3, 2015 Share Posted May 3, 2015 I saw it but this is not an easy one as the sorter has to be updated and a lot of code changed is involved Quote Link to comment Share on other sites More sharing options...
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