As per this bug, we could do with more render passes for transparent materials.
At first I was thinking that the best way to implement this would be to add SMaterial::Priority and sort nodes first by priority and then by their distance, but this wouldn't work with meshes that have multiple transparent buffers and different priorities attached to each one.
Can anyone think of a clean solution for this? I was thinking maybe ISceneManager::registerMeshBufferForRendering, which would allow us to remove the pass-specific code from CMeshSceneNode and possibly sort the scene in a way that reduces material changes.
Discussion on extra transparent render passes
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