Ogre Version: 2.3.4
Operating System: Win10/11
Render System: D3D11
Are there in OGRE any built-in transparency techniques? Like depth-peeling, OIT using linked-lists, etc.? Is it up to the user to implement those techniques? Does HlmsPbs implement any transparency technique?
I searched the forum, but didn't find any relevant info. There is only a link that depth-peeling (or dual depth-peeling) is too slow and somehow "deprecated" technique. The OIT with linked-list is problematic, that it is necessary to guess the amount of transparent pixels to create sufficiently sizes buffer to store the pixels - if it reaches the full capacity, the transparency is not correct. There are some "fake" sorting OIT implementations - but the question states - is any of the technique already implemented by OGRE?