Original Post
I'm having trouble with it, or at least having trouble about being sure about what I know.
Let's say we have a sprite system, or a GUI system or something else that relies on objects being basically image layers.
Now let's say we have a collection of objects which use either one of two textures.
In the usual scenario, one would render all objects of texture one, then all of texture two, using only two DIP calls.
What about them all being semi transparent, though, and alternating in their order?
Like here [attachment=1651:example.png]
(meant to demonstrate order and type only, not transparency)
Wouldn't I have to, in order to blend stuff properly, render each layer separately?
Sounds like a huge problem to me, unless I atlas everything or use multitexturing or something else I'm not all that experienced with.
So my question is, am I stuck with breaking batches if all I want to/can use at this point, is very, very simple shaders which pretty much emulate fixed function rendering?
Let's say we have a sprite system, or a GUI system or something else that relies on objects being basically image layers.
Now let's say we have a collection of objects which use either one of two textures.
In the usual scenario, one would render all objects of texture one, then all of texture two, using only two DIP calls.
What about them all being semi transparent, though, and alternating in their order?
Like here [attachment=1651:example.png]
(meant to demonstrate order and type only, not transparency)
Wouldn't I have to, in order to blend stuff properly, render each layer separately?
Sounds like a huge problem to me, unless I atlas everything or use multitexturing or something else I'm not all that experienced with.
So my question is, am I stuck with breaking batches if all I want to/can use at this point, is very, very simple shaders which pretty much emulate fixed function rendering?