Suppose I have a semi-transparent object (let's call this "bubble"), a solid object (let's call this "wall"), and the bubble is closer to the camera compared to the wall behind it. If I draw the ...
Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need ...
I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...