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rendering queue in DirectX9
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I'm not totally sure, but shouldn't ALL opaque objects being rendered before the transparent ones, independent of shadowing?
The way you do it now, the transparent-shadowed objects will not show the opaque non-shadowed ones (if the opaque ones are positioned behind).
The way you do it now, the transparent-shadowed objects will not show the opaque non-shadowed ones (if the opaque ones are positioned behind).
yes as far as I know you should render all your opaque items first and then render the non opaque items without Z write enabled. This way the transparant objects will not write to the Z buffer and be able to be seen behind each other. This requires you to render all none opaque objects in back to front order btw.
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