I’m working on a project and I’m looking for a way to use Logarithmic depth buffers for the materials used in a ParticleSystemSet. As I have things setup now I’m using a SPS and I’m trying to keep it pickable. To keep the frame rate up i’m using a mix of “billboard = true” for the preview stars, and then when you get close to the star, i slap a lensflare on it and spawn a ParticleSystem (localstar). Each unit of xyz is one Km.
The problem i’m finding now is that if I up the maxZ on the cam to get the localstar to be visible, the Picking on the SPS stops working…
Was thinking there might be a way to enable Logarithmic Depth Buffer for Particles and then I can have better looking localstars, and a pickable SPS.
PG setup with some of the problems.
the demo app with SPS is at https://globular-demo.at.damnserver.com/