Closed maltekliemann closed 3 years ago
Yeah, looking at it again now, it doesn't make any sense since it implies that you'd render near transparent objects before farther ones. I'll remove that section.
Fixed in 661eb797673de173a986063b3c452309365ccf2a
In chapter Depth buffering, section Depth and stencil state (emphasis is mine):
The bold transparent is not required, right?Also, maybe transparent should be replaced by fully transparent to emphasize that the alpha channel must be strictly zero. A partially transparent object (a tinted window, for example) should most likely not be ignored in depth testing.I'm really confused about this paragraph. I don't understand what rendering technique you're describing. If I had to guess, I'd say that you want to render opaque objects first, then render (partially) transparent objects over them in arbitrary order. Not writing to the depth buffer prevents near transparent objects from occluding far transparent objects. But depending on the order in which the transparent objects are rendered, I think you need different blending operations, so you have to keep track of the order one way or another.