I'm having the following issue:
On my game I have entities with 2 sub-meshes each, one is heavily detailed and the other is simpler. And after certain events I want to set visible just one at a time (some kind of a very custom LOD). One big detail is that when my game starts the default camera's frustum covers all entities so they are all visible at once, what I don't want to happen is that my "heavy sub-mesh" gets visible on all entities at startup.
So when I create each sub-mesh I assign each a material, for the large one I'm using this material that gives me full transparency (so its becomes invisible):
Code: Select all
material Full_Transparent
{
receive_shadows off
transparency_casts_shadows off
technique
{
pass
{
depth_write off
lighting off
depth_func always_fail
}
}
}
I'm afraid that those pixels are still being rendered somehow, how can I cull fully transparent entities?
Thanks a lot!