Transparency in OGRE

Problems building or running the engine, queries about how to use features etc.
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bishopnator
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Transparency in OGRE

Post by bishopnator »

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?

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dark_sylinc
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Re: Transparency in OGRE

Post by dark_sylinc »

"No, but yes".

The branch "ParticleFX2" (which will become part of OgreNext 4.0) recently added Alpha Hashing, which when combined with MSAA 4x A2C provides decent results.

Depending on what you need to do, Alpha Hashing may or may not be suitable to your needs. Also due to its recent introduction it may not be stable or as tested.