Reputation: 1308
I wrote a BSP renderer. I finally added the ability to render masked textures using alpha testing. It works great and I don't have to sort the scene's geometry. Now, I need the ability to have textures that are semi transparent. Is there a way to do this again with alpha testing so I can avoid sorting. If not, does anyone have a good tutorial on sorting possibly with BSP tree geometry?
Upvotes: 1
Views: 927
Reputation: 162327
Is there a way to do this again with alpha testing so I can avoid sorting.
No.
If not, does anyone have a good tutorial on sorting possibly with BSP tree geometry?
The nice thing about BSP trees is, that they do the sorting for you for free. Only that the spit out the primitives front to back, so you'll have to build a list of primitives from the BSP first and the reverse iterate that list.
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/bsp-tree-faq-r657
Upvotes: 2