Ordering of transparent ParticleSystem with BufferGeometry in Threejs
Related to this question : Z-buffer issue with BufferGeometry in
ParticleSystem
The given solution does not work for me, I made my own shader for
rendering as I added custom attributes for size and UV. Everythinf works
fine with the buffer geometry except the particle ordering for
transparency.
If Activated > squared texture are partly hiding the other particles.
If Deactivated (depthTest : false) > particles looks fine but are not
ordered.
Thanks for your answer, the subject has been raised several times but
nothing worked for me yet.
particleMaterial = new THREE.ShaderMaterial({
fragmentShader :
document.getElementById("sectorPointFragment").textContent,
vertexShader :
document.getElementById("sectorPointVertex").textContent,
uniforms : uniforms,
attributes : attributes,
transparent : true,
alphaTest : 0.5
});
_this.particles = new THREE.ParticleSystem(geometry,
particleMaterial);
_this.particles.sortParticles = true;
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