Question

I have a 3D app that currently uses OpenGL ES 1.1, most meshes are hardwired in the app and are static (they don't move), so depth test allows to draw the transparent geometri efficiently, using the hardwired sorting.

Now I want to load the world from a 3D editor, and add some transparent dynamic objects (the geometry can be in any arbitrary order), that causes the depth test to draw "holes" in the geometry from the back, that is being rendered after the geometry in the front using OpenGL ES 1.1 depth test.

I would migrate to OpenGL ES 2.0 any time soon, so I wonder if there is a GPU accelerated sorting to draw the geometry on the back firts, so that the blending is made in the right way.

Was it helpful?

Solution

OpenGL ES 2.0 doesn't solve any of geometry order problems for you. You still need to sort your objects before issuing OpenGL ES 2.0 draw calls.

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