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Rendering models that contain transparent and non transparent parts

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@GeonBit wrote:

Lets say I have a car model with both solid and transparent parts (car body and a windshield you can see-through). And lets make it even trickier - I also want to render a driver inside the car (a different, changable model). Now multiply it by 100 cars.

What's the best approach to render this type of scene?

I know that all the transparent parts should be drawn last, ordered by distance from camera (in case you can see-through multiple windshields) and without writing to depth buffer (so they won't block solid stuff). But how can I make it somewhat generic and not very specific hard-coded stuff for this scenario?

Lets say I added metadata to all models and their parts, and I somehow magically know which parts are transparent.

This means that I still need to

  1. Do at least 2 rendering phases, one for solids and one for transparent.
  2. Sort the transparent stuff by distance from camera and disable depth writing.

Is this really the right way to do it? I feel like MonoGame design doesn't really encourage it, as it treat model and meshes as a whole. Is there maybe a more simple way to do it which I'm missing?

PS. please don't try to give solutions for my specific car-driver example, it was just to explain the problem. Assume my scene have hundreds of different models with complete transparent / non-transparent insanity. Assume the worse possible case.

Thanks!

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