Three.js Transparency Errors With Multiple Particle Systems Sorting -


particlesystems

i have 2 three.particlesystem systems particles have textures alpha transparency, 1 using additiveblending (fire texture), other uses normalblending (smoke texture) , use simple custom vertex , fragment shaders.

each particlesystem has "sortparticles = true" , independently work perfectly, when both types of particles overlap first particle system (fire texture) has similar transparency depth error associated "sortparticles = false" (see image).

it seems first particle system not rendering properly, because particles being drawn before others when particles other system behind them, resulting in transparency artifacts.

perhaps 1 possible solution sortparticles somehow sort both systems. possibility? there "global particle sort flag" of sort or way force sortparticles span both systems?

another more involved solution use single sorted particlesystem somehow vary both texture , blending mode per-particle. possible? have clue of how done in shader i'm concerned adding conditional performance reasons.

open , solutions. advice, ideas or help!


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