Hi,
is there a way to actually write to the dephbuffer with transparent objects? I know that I can use material.forceDepthWrite = true
but if I visualize the depthbuffer I see that it did not get updated.
Hi,
is there a way to actually write to the dephbuffer with transparent objects? I know that I can use material.forceDepthWrite = true
but if I visualize the depthbuffer I see that it did not get updated.
Hey you should be able to get it with material.needDepthPrePass = true
Ok, this kind of seems to work. I only realized now that the custom renderingGroupId has an impact on this as well. I created a PG to show the effect: https://www.babylonjs-playground.com/#JY6FFW#17
I think the code is self explanatory - everything works as expected unless one uses custom renderingGroupIDs. Any ideas what I’m doing wrong?
I’m an idiot I’ve set the renderingGroupID on the wrong object
I thought everything is working correctly. When I updated my actual code it again didn’t work. So I continued debugging and realized that the initialization sequence has an influence if custom renderingGroupIDs are used. I outlined the problem here: https://www.babylonjs-playground.com/#JY6FFW#20
I just realized that my sorting function was incorrect - in order to access the metadata I had to change it to:
const sortfunc = (a, b) => (a._mesh.metadata < b._mesh.metadata ? -1 : a._mesh.metadata > b._mesh.metadata ? 1 : 0);
Now everything works as expected - sry for the confusion!
I totally prefer that honestly