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Anarchy Engine - Transparencies Update 1/12/2019
By orange451, January 12th 2019

Quick update for the Anarchy Engine. I've been working on supporting transparent materials into the deferred pipeline. So now you can define models like this:




You can define transparency at the "object" level, and also at the "material" level (two different places). This is useful, as in the second picture, the fruitbowl is one model. However, it is composed of two meshes/materials, and the second (bowl) material is marked as transparent.

For some technical information, this is done by creating a secondary transparency buffer (RGBA16F). It's depth buffer is set to the main scene's GBuffer's depth buffer. This gives me free clipping from solid geometry when I draw transparent geometry. Before the transparent render pass, I queue all transparent objects to be drawn to a list, then sort based on distance to the camera. For now it is a fine solution. This may be changed in the future if performance becomes a problem.
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Anarychy Engine
By orange451, January 1st 2019

Currently, I'm in the process of developing a game engine for First Recon here. The engine will be open-source and will also contain an IDE to...
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Website is up!
By orange451, December 30th 2018

Hello! Welcome to the First Recon website! The site is still under construction, but the layout is already much nicer than it was before; Feel free to create an account! This website will serve as...
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Anarchy Engine - Transparencies
By orange451, January 12th 2019

Quick update for the Anarchy Engine. I've been working on supporting transparent materials into the deferred pipeline. So now you can define models like this:

[img=550x194]https://i.imgur.com/L...
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