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History: NestedTransparentSurfaces
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Source of version: 3
(current)
Nesting transparent surfaces I thought about this today (someone asked it on IRC) and I think it is an interesting idea to have multiple transparent 'shells' nested within each other (an example is multiple transparent spheres, or a spaceship with transparent windows inside a transparent shield) This is not possible with the normal depth sorting but I think you could do some trick with culling: * First set culling so that triangles facing away from the viewer are drawn * Draw the 'shells' from outside to inside * Then set culling so that triangles facing the viewer are drawn * Draw the 'shells' from inside to outside This could be represented in Ogre by using a custom Entity (set of renderables) that uses two materials, one material with front culling (cull_hardware anticlockwise) and one with back culling (cull_hardware clockwise). The renderable would have subrenderables that are 'shells', ordered by their inside-outside relationship. The renderables would be queued in this order: * Material cull anticlockwise ** Most outside renderable ** ... ** Most inside renderable * Material cull clockwise ** Most inside renderable ** ... ** Most outside renderable This may be achieved by perturbing the getSquaredViewDepth a bit for each of the renderables so that the sorting places them in this order.
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