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Author Topic: Custom render target with z-ordering transparency  (Read 951 times)

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Demiu

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Custom render target with z-ordering transparency
« on: January 28, 2016, 05:55:38 pm »
So I made a little rewriting of sfml's RenderTarget and Vertex to make it suitable for "2d" rendering with depth rendering. The problem is that sprite's transparency only works in one way and that is when vertices are rendered for fartherst to nearest. What OGL functions are missing for it to work properly.

I attach a zip file with with code for minimal working example and makefile (for Linux).

 

anything