So, in Half Life : Alyx, me and some of the other overlay developers realized that the loading screen model is actually an overlay, and the depth is properly rendered when custom overlays are inside of it or behind it (the overlay can clip through it partially when sticking in it).
With the existing overlay depth stuff, an overlay is either entirely on top of or behind another overlay. Is it possible that you guys could expose whatever functionality you used to do this proper overlay depth-rendering in the HL:A loading screen models to us?
And, not entirely sure how related the systems are for this, but the fact that overlays also render on top of all the scene application's content is somewhat annoying/uncomfortable at times. If you have a UI for the user to point at, any hand in the game will render behind this UI, even if physically the UI is further, which can be very disorienting.
So, in Half Life : Alyx, me and some of the other overlay developers realized that the loading screen model is actually an overlay, and the depth is properly rendered when custom overlays are inside of it or behind it (the overlay can clip through it partially when sticking in it).
Picture: https://imgur.com/a/tDKffwn
With the existing overlay depth stuff, an overlay is either entirely on top of or behind another overlay. Is it possible that you guys could expose whatever functionality you used to do this proper overlay depth-rendering in the HL:A loading screen models to us?
And, not entirely sure how related the systems are for this, but the fact that overlays also render on top of all the scene application's content is somewhat annoying/uncomfortable at times. If you have a UI for the user to point at, any hand in the game will render behind this UI, even if physically the UI is further, which can be very disorienting.