13 years, 3 months ago
Highlights
Yes as the pixels you don't render are the fastest ones. Generally speaking you should render your transparent objects last, and in a back to front manner. There are techniques…
13 years, 3 months ago
13 years, 3 months ago
Say i render 2 pixels at the same coordinate. The first one being rendered with 50% alpha (0x77FFFFFF) and has Z (depth) closer to the camera. The second one is 100% (0xFFFFFFFF…
13 years, 3 months ago
Hi Fellow creators! I've been using ID3DXSPRITE class on my 2D engine and have been happy with its performance. However i come to a point where i want to take it to the n…
13 years, 3 months ago
hi folks, i have a base class shown below: class CEntity { public: CEntity(); virtual ~CEntity(); const TVector<float, 3>& CEntity::GetVector(); }; you will notice a v…
14 years, 5 months ago
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See all in DiscussionsYes as the pixels you don't render are the fastest ones. Generally speaking you should render your transparent objects last, …
13 years, 3 months ago
Say i render 2 pixels at the same coordinate. The first one being rendered with 50% alpha (0x77FFFFFF) and has …
13 years, 3 months ago
Well i eventually implement texture batching features in my index/vertex based custom sprite class. Now if i flip textures my …
13 years, 3 months ago